PLUG IN

 

Context

During May 2019, Micropole has been asked to work closely with the Pôle EMC2, in Nantes, for their project named PLUG IN. PLUG IN is a process to connect industries and digital agencies in order to meet the needs of industries through digital services.

Industries are keen to explore what digital can bring to their products, services, customers, collaborators or processes; digital companies are bursting with innovative ideas and want to conquer new markets: PLUG IN connectes these two worlds to design new projects.

  • PLUG IN selected a group of industries that wanted to participate to the process in order to answer to some problems they could have with digital uses.

  • PLUG IN also selected a group of digital companies, whom had or not already a digital service to offer, and were ready to help the industries dealing with their issues.

  • Micropole was hired to be the link between those two protagonists. I worked in generating ideas and reasing issues with industries, in order to establish specifications on which digital companies could then base their effort to meet the need.

DIXIT

DIXIT


Team

UX DESIGNER : Thomas Reaubourg
UX DESIGNER : Bérénice Laboux

My role

UX UI designer
Facilitator


Workshop

  • Build, lead and facilitate creativity workshops: key users

  • Adapted workshop regarding each project: depends on the industry, and researches I made about them, their needs

  • Background of issues to discuss

  • Goal: generate ideas with them, make them highlight issues

  • Facilitation: lead workshop, make sure everyone has a say, positive criticism

  • Introducing gaming rules: collect as much information as possible

  • “CQFD” = “What was to be demonstrated”, but we turned it into:

    • C: Criticism is excluded (whether it is at yourself or at someone else)

    • Q: Quantity of ideas (the more ideas we collect, the most food-for-thought we have)

    • F: Far-fetched (we are not focusing on the feasibility)

    • D: french translation of Leverage (everyone can bounce ideas off each other, no closed doors)

Planning

  • STEP 1: DIXIT: it is a card game, which is a really good relay of expression for any subject. Cards are showing images, more or less explicit, and they had to chose one or various of them because they made them think about a subject. By the end of the timer, they discuss together to elect the 3 most important subjects they found.

  • STEP 2: The World Café: here is the time to list needs and issues for each strategy. By the end of the timer, we discuss together on which strategy is the most important to deal with.

  • STEP 3: Experience map: Synthesise and formalise the needs expressed so far by imagining a credible user path, and identify the points of friction and improvement.

  • By the end of the workshop, we always asked our audience to share their feelings about the session, in order to improve ourselves every time.

  • We then gather everything we collected during the workshop, and made a report out of it.

  • Our deliverables are then used as specifications for digital companies to define whether or not they can meet the needs of this industry.

Example of a deliverable (Experience map)

Example of a deliverable (Experience map)

STEP 2 processing

STEP 2 processing

 

SHOWCASED SKILLS

  • COMMUNICATION

  • WORKSHOP FACILITATOR

  • USER EXPERIENCE

  • USER RESEARCH


#CREATIVITY #WORKSHOPS