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CREATING MEANINGFUL EXPERIENCES THROUGH TECHNOLOGY A SERVICE DESIGN STORY BY JAYNE GLICK

Creating Meaningful Experiences Through Technology

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Our final project for my Service Design Class at Herron School of Art & Design. There were two goals for the semester. One was to work with Samsung (our professor used to work there and maintains connections) to help them realize what our demographic (young adults in the midwest) really want to get out of technology. The second was to learn the basic theory, tools, and methods of service design thinking.

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CREATING MEANINGFULEXPERIENCESTHROUGH TECHNOLOGY

A SERVICE DESIGN STORYBY JAYNE GLICK

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Table of ContentsINTRODUCTION + Service Design + Who Conducted The Research

MEET PAT - Gathering Information + Meet Our Persona, Pat + A Day In The Life Of Pat

WHAT DOES IT MEAN? - Analyzing Information + Pattern Finding In Pat’s Routine + Generating A How Might We Statement + Design Brief

SOLVING OUR PROBLEM - By Finding Ideas + Participatory Research + Results + Generating Final Solutions + Evaluating & Selecting To A Final Solution

THE ADVENTURE NETWORK

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Service DesignWhile colloquially the word design is used to refer to the

appearance or styling of a particular product or outcome,

the proper meaning goes far beyond that. In particular,

the apporach of service design refers to the process of

designing rather than to its outcome. The outcome of a

service design process can have various forms: rather

abstract organizational structures, operation processes,

service ecperiences and even concrete physical objects.*

* An excerpt from “This Is Service Design Thinking” by Stickdorn/Schneider

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Meet The ‘A Team’The “A Team” was brought together by our professors, Helen Sanematsu and Youngbok Hong. Over the course of the school term we worked together on this project to try and make peoples lives more meaningful by using technology as a tool. Not only did we gain knowledge in the area of people-centered service design, but we also learned how to work effectively as a group

Derek Adams

Cheryl Harnishfeger

Jayne Glick

John Stas

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Meet Pat, Our Persona

The first step the A Team took in this process was create a persona to better understand the audience we were going to design for. Our audience had already been determined by our professors as “young adults in the Midwest”. For the sake of simplicity, our persona was created from a combination of similarities from the A Team, and our understanding of the surrounding IUPUI student body.

+ Pat is a Visual Communication student at Herron School of Art & Design / IUPUI.

+ Pat commutes to school every day.

+ Pat works a part time job approximately 3 days a week.

+ Pat is single and lives alone.

+ Pat values friends and family and likes to spend time with both.

+ Pat is often stressed out and feels tied down by a busy schedule.

+ Pat loves to learn new things.

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Pat’s Daily Touch points1. The first thing Pat hears is her cell phone alarm going off. She sees the light coming through her blinds when she opens her eyes. Pat sees her cell phone interface and presses the snooze three times total.

2. Pat sees feet poking through her blanket. Pat pulls her blanket off seeing the rest of her body and then gets out bed.

3. Pat walks across the room and sees the door knob to the bathroom. She opens the door. Pat turns on the light switch without looking (muscle memory) and then sees the bathroom surroundings. She uses the toilet

4. Pat pulls back her fish patterned shower curtain and sees switches, turning them appropriately to the right temperature and showers.

5. Pat sees clothes in her closet. She puts on her favorite “I heart animals” tshirt and then puts underwear and Khaki pants on. She puts on a pair of shoes.

6. She walks through her living room to her kitchen and then makes coffee. Pat gets on her phone while she is waiting and checks her facebook and email. When coffee is done she puts it in a mug and takes it with her in the car.

7. Pat walks out of her apartment. The sun is shining. Pat observes the outside environment. Pat finds her purple grand am, unlocks the door with key and gets in the drivers seat. She turns car on with key and notices that she needs more fuel. Pat then drives to school watching for other cars and construction. Pat sees that there is a lot of traffic because of the time of day.

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8. Pat gets to IUPUI’s Campus and sees there is no where to park. Pat drives around in parking lot watching for people who are leavings so she can get a spot.

9. Pat finally finds an empty spot and pulls in

10. Pat walks from her car to Herron observing the people smoking outside.

11. Pat walks into Herron and sees the hallway. Pat gets out her Jag Tag from her wallet and swipes the card reader to get in the senior studios.

12. Pat walks to her personal desk space and sees that it is a mess. She gets out her computer and sets up her space.

13. She checks her facebook and other social networking sites (twitter, Flickr., Tumblr, Google+, Pinterest, etc.)

14. Pat sees her professor walk in the room and begin teaching class. Pat participates in class and talks with peers.

15. Pat sees that it is 5:45. She stares at clock until 6. Pat gets her stuff together.

16. Pat walks out of Herron to parking lot where her car is and gets in.

17. Pat drives downtown and finds a parking spot. Pat pays meter according to how long she thinks she’ll be there. Pat sees her friends on the sidewalk and walks with them to her favorite bar, Chatham.

18. Pat walks in and sees an empty table. Pat sits down with friends and looks at drink specials. Pat interacts with the waitress. Pat orders drink and socializes with friends.

19. After a two drinks pat walks outside and notices that it’s dark. Pat drives home and looks for a parking spot. Pat unlocks her apartment building door and walks down hallway and unlocks her apartment.

20. Pat opens up her fridge to see what kind of food she has. With the food she has she begins preparing dinner. She uses things like knifes, cutting board, the stove, the oven, pans, etc.

21. Pat sees that the food is done and looks for a clean plate. Pat dishes up food.

22. While eating she gets on her computer and check her email, and other sites.

23. After eating Pat starts doing homework looking at her computer screen.

24. After doing some homework Pat sits on the couch and watches Netflix.

25. Pat sees phone finds her parents phone number in her address book and hits call. Pat talks to parents.

26. Pat looks in mirror and sees toothbrush and squeezes toothpaste onto toothbrush she watches herself brush her teeth in the mirror.

27. Pat undresses and puts on purple polka dotted pajamas. Pat sees her bed and gets under covers. Pat reads the book by her bed.

28. Pat turns off light and it is dark. Pat Sleeps. 4

1 - A Diagram Of Touch points That Occur In Pat’s Everyday Life2 - Pat Has Difficulty Parking3 - Pat Has A Full College Course load4 - Pat Often Goes Out With Friends To Relax After A Long Day

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Description+ Slow+ Relief+ Decision Making+ Transportation+ Frustration+ Running Late+ Collaboration+ Privileged Access+ Personal Space+ Socializing+ Anticipation+ Stress+ Hunger+ Joy+ Rewarding+ Relaxing+ Apple (Products)+ Adobe (Products)+ Decompression+ Reconnecting+ Habit+ Music+ Multitasking+ Self-Evaluation+ Getting Comfortable

Interpretation+ Doesn’t want to wake up...Not a morning person. She prefers staying up late and sleeping in.+ Pat experiences brief physical/ mental breaks, or relief throughout the day.+ Things beyond our control can be frustrating.+ Also moments of self-inflicted frustrations throughout the day (e.g. Pat overslept,therefore running behind)+ Individual acts vs group acts (Private vs public)+ Time of day depends on variables (e.g. traffic at 9 am / traffic at 9 pm)+ Self improvement makes people feel better and more confident. (e.g. Getting a higher education)+ Interaction for a purpose or motivation vs. interaction for interactions sake.+ Physical and Mental happiness and fulfillment (e.g. Eating food, learning new things, a having positive social interactions)+ Fulfillment by completing tasks+ Escape or distraction from reality.

Categories+ Private / Pubic+ Mental / Physical+ Long term / Short Term (goals)+ Time (Rushed / Leisure)+ Digital / Tangible+ Emotion+ Necessities

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Pattern Finding In Pat’s Every Day Routine

After we wrote the individual touch points, it was time to find patterns and connections in Pat’s everyday life.

First, we wrote out descriptions of Pat’s daily activities, touch-points, and emotions. As a group, we wrote a few words to describe what we saw with each visual event. Toward the end of this process we started seeing ways that the descriptors interacted with one another and moved on to the interpretation stage.

In the interpretation stage, we analyzed the descriptions that we cameup with and looked for purposes behind what we wrote. We didn’t writeinterpretations for each thing because we found that our most profounddiscoveries involved how they related to one another. At this point, we analyzed our descriptions and interpretations and found larger “umbrellas” or categories that things seemed to fit into. An example of this would be things that we did to reach a long-term goal vs. things that we did to reach short-term goals.

This process led to some interesting observations. For instance, wefound that we immediately thought of how every act made us feel (forexample, describing the act of urinating as “relief”). We feel that this focuson individual emotion deserves a closer look.

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Generating A How Might We Statement

The next step after analyzing Pat’s life generating a How Might We statement. We took our analysis of Pat’s life and found opportunities to improve it. Then we listed what certain qualifiers that could help make Pat’s life better. This list was generated by our entire class after an activity in class (see photograph below) . From these three areas we diverged on a list of 60 How Might We Statements and from there we chose one to focus on for the rest of the semester. See the next page for our list of potential How Might We statements and the one we decided on.

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A Summation Of Pattern Finding Pat uses her personal (private) time to prepare for the day and unwind. During the large part of her day (between getting ready for the day and unwinding from the day) Pat spends her time in public spaces having social interactions and executing her plans.

Discovered Qualifiers From Class Brainstorming+ Capturing a moment (stress/relaxation)+ Shared life (calling family, social networking, talking with peers)+ Supports another item (happiness of moment, can support later stress)+ Making stupid things fun+ Alarm, but cooler (waking up)+ Human/object interaction (technology)+ Anarchy (parking lot)+ Earning something for goals+ Health benefit (food)+ Cause / Effect (why Pat is running late)+ Personal empowerment (education)+ Transfer of energy (waking up)+ Individual choice (decisions pat makes throughout the day)+ Control+ Social Structure (class)+ Old Technology in a new place (school, homework, etc)+ Planning –> culmination (long term/short term goals)+ Makes a personal device social + Mood altering + Enjoyment+ Smell (cooking)+ Improved environment (hanging out with friends)+ Combining things

Opportunities In Pat’s Life + Pat takes too much time snoozing in bed and getting ready in the morning and because of that she runs late and there is less parking, creating a stressful situation. How can Pat get up earlier?

+ Pat’s long term and short term goals do not always coincide. How can Pat chose better short term goals to harmonize with long term goals (e.g. Pat’s diet)

+ Pat uses alcohol as a way to unwind and socialize. How can Pat find a healthier, less costly way of doing the same thing?

+ Pat uses technology for a lot of different tasks throughout the day, including socializing, working, and unwinding. How can Pat take a break from technology between carrying out these very different tasks? Technology prohibits Pat from branching out.

+ Pat has periods of feeling rushed (stressed) and periods of relaxation/slowness (recovery time). How can this smooth out for Pat throughout the day? How could we maximize the relaxation portion of Pat’s day?

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HOW MIGHT WE...+ Enable Pat to easily capture moments throughout her day?

+ Transfer energy to Pat throughout her day?

+ Get Pat to realize the cause and effect relationship to what she eats?

+ Help Pat relate the cause and effect relationship of her actions?

+ Help Pat see her short term goals as they effect her long term goals?

+ Project her goals in a magical way?

+ Enable Pat to alter her mood when necessary?

+ Help Pat enjoy stressful moments?

+ Make Pat’s day more social?

+ Help Pat keep track of the things that she does for health benefits?

+ Improve her experience with interaction with objects?

+ Document the smells that Pat has throughout her day?

+ Help Pat reach her long term and short term goals by earning something?

+ Get waking up to also be an experience in gaining energy?

+ Make Pat waking up a social experience?

+ Make Pats technology sustainable?

+ Help Pat take control and feel a sense of empowerment?

+ Help Pat unwind?

+ Make Pat more productive throughout the day?

+ Keep Pat to an agenda throughout the day?

+ Allow Pat to have more leisure time?

+ Help Pat develop alternative ways to get enjoyment technology?

+ Help Pat develop alternative ways to do homework beside technology?

+ Help Pat develop a time management system that doesn’t take a lot of time to manage?

+ Help Pat multi task more efficiently?

+ Help motivate Pat?

+ Help Pat get up earlier?

+ Make Pat’s life more interesting?

+ Make Pat’s morning more magical?

+ Help Pat have a safer drive to work?

+ Help Pat discover old technology that doesn’t burn her eyeballs?

+ Create new abilities for Pat?

+ Create a user friendly experience to help Pat cook better foods?

+ Make Pat’s life more exploratory?

+ Help Pat see the culmination and rewards of her hard work?

+ Enhance Pat’s alarm so she wants to wake up on the buzz?

+ Take bad surprises out of Pat’s day?

+ Help Pat get more enjoyment out of cooking?

+ Help Pat get more enjoyment out of doing her homework?

+ Find Pat more stylish pajamas?

+ Make Pat’s home experience interactive?

+ Make Pat a smart house?

+ Make technology an extension of Pat?

+ Help Pat not be on the computer so much?

+ Help Pat get a bigger apartment or make her space more efficient?

+ Help Pat use her shared life to make her happier

+ Help Pat’s shared life support her rushed periods of the day?

+ Hang on to the good moments and let go of the bad moments?

+ Integrate Pat’s online social activities better with her physical activities?

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HOW MIGHT WE MAKE PAT’S LIFE MORE EXPLORATORY?

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Design BriefThe next step after choosing our How Might We statement was to create a design brief, so that we could greater flesh out what we wanted to accomplish for the rest of the term. We created criteria that matched our values and goals that our solution would have to fit under.

Criteria GridOur primary criteria:+ Organic+ Allows room for growth+ Have an impact on the user’s well-being+ Innovative+ Sustainable

Our primary criteria included ina graph with secondary criteria

Psychological

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Opportunity Statement

How might we make Pat’s life more exploratory?

Primary Audience20 - 30 year old people that livein the Midwest (and potentially the United States).

Potential Impacts / ImplicationsSocietal+ Make people feel more fulfilled, think for themselves, empower people, have fun, helps them be more creative in this technology driven world.+ Monotony of day to day, closed-mindedness+ Government (the man), close-minded technology companies

Environmental+ People will have a better appreciation for their environment+ Education, reduce waste+ The environment – resource use.+ Something that isn’t necessary to throw away and replaced all the time

Economic+ Profitable – or not?

ObjectiveThrough the use of technology we want to help encourage

exploration in the users everyday experience that will

mentally stimulate exploration and inspire creativity so they

will have a more fulfilling and enriching life.

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Participatory Research: Let’s Find Ideas!

This next step was by far the most rewarding part of the process. After coming up with our design brief, the A Team knew we could not solve this problem on our own. We decided to engage our audience (young Midwesterners) to see if we could find ideas together. This led to questions. How can the A Team engage as many people as possible? And how do we engage them in a way where they can come up with the most genuine responses to help us find a solution?

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Goals Of Our Research+ What makes our participants excited/inspired. + What makes our participants feel accomplished.+ How to use technology as an anti-technology.+ What the difference is between collaboration vs sharing.+ How our participants collaborate and what that means to them.+ How our participants interpret adventure.+ Different ways to capture exploration.+ Different ways to generate discussions among people.+ How to make exploring life a game (or an adventure).+ What our participants think technology is.

What Kind Of Information We SoughtWe wanted to help encourage exploration in people’s everyday lives. We wanted to stimulate exploration and inspire creativity so our participants could tell us what was meaningful and enriching in their own lives (and what wasn’t meaningful and enriching).

Participants20 - 30 year old people that live in the Midwest and potentially the United States who feel that their lives are monotonous and busy. Students and/or full time workers.

Tools & Methods of ResearchUsing a Facebook group (we called it Beat The Monotony) and 2 disposable cameras, we wanted to see how people reacted to being challenged to interact with their environment and their interpretation of the prompts they were given to document. (e.g. Get as close to a squirrel as you can. Show us what that was like).

The Daily Prompts We Gave Our Participants + What have you done to beat the monotony today? + Show us your life. + Make something with food and show us. + When are you most Zen? Show us. + Go on an adventure with a stranger and show us. + Go without technology for an hour. Show us what you did and how you feel about. + Collaborate! Show us. + Show us what’s worth waiting for.

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1 - “Go on an adventure with a stranger and show us”2 - Make something with food and show us. “I see a skeleton...”3 - Make something with food and show us. “Silly banana, scissors always beat paper! Brownie WINS!”4 - Make something with food and show us. “Don’t worry about it.. It’s uneven cuz I’m shaving... er snacking.”5 - Make something with food and show us. “You just said, Make something with food”

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1 - What’s worth waiting for? “What’s worth waiting for”2 - What’s worth waiting for? “Right now, the weekends”3 - Collaborate. Show us. “Seeking for similarities.”4 - “Collaborative painting on an iPad. Four of us passed it around and made several little works of art.”5 - Go without technology for an hour. Show us what you did “1 hour of no technology - Brainstorm Sesh!”6 - Go without technology for an hour. Show us what you did “I drank tea with my mum :)”

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7 - When are you most Zen? “Zen: in front of a campfire.”8 - When are you most Zen? “Feeling Zen.. Driving to the sun.”9 - When are you most Zen? “When I see my energetic children stop to process something, when I try to guess what it might be...”10 - When are you most Zen? “When I’m outdoors.”

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1 - What have you done to beat the monotony today? “I bought a ladder today. The biggest they had.” 2 - What have you done to beat the monotony? “1:15 a.m. long boarding with a buddy... Monotony defeated.”3 - Show us your life. “This is my/our life. Paul Miller and I experimenting in cooking. To days endeavor: Garlic Olive Oil, cloves in olive oil then letting them soak for a few days.”4 - What have you done to beat the monotony? “The plants had a hard day, and their wives are nagging them....ahhhhh hoopla”5 - Show us your life. “Life. Learning from a 3 yr old”6 - Show us your life. “This is my life. Tv. And computer.”

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Participatory

Analyzing The Results

After such a successful period of research, it was time to analyze. The A Team printed out everything from our Facebook group, got the film printed and began by organizing the responses by prompt (see below). From that we searched for patterns as individuals and then came together as a group to discuss.

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Patterns For Individual PromptsWhat Have You Done To Beat The Monotony?

+ Most people don’t use technology to beat the monotony...They use technology as a tool to capture how they’re beating the monotony.+ There was a lot of alcohol or alcohol related things/places involved.+ Most positing...this question is very interpretive and could be applied in many ways.+ People answered this prompt throughout the week.+ Relatively easy prompt to answer and fit in one’s day.

Show Us Your Life+ Family, friends, and pets to homework.+ Computers, desks, school, and work.+ Happy things > depressing things.

Make Something With Food + Overall more playful.+ Personifying objects.+ People used food as a narrative.+ Others made a recipe.

When Are You Most Zen? + Nature is seen as something refreshing and enjoyable. + The Zen moments were mostly captured outdoors.+ Again with pets and people.+ Culture.+ Sunlight.

Go On An Adventure With A Stranger+ People talked about it, but didn’t capture it.+ Most people didn’t stray out of their comfort zone.+ A harder prompt to go out and do on one particular day. + Harder than our first prompts.

Go Without Technology For An Hour + Writing.+ Thinking.+ More “old fashioned” activities.+ Sleeping.+ People considered technology to be electronic.

Collaborate+ More videos than any other prompt.+ Some people collaborated with things (art/music) not the people that made them.+ More technology-based work than others.

Show Us What’s Worth Waiting For? + Love.+ Money.+ Location.+ Comfort.+ A particular lifestyle goal.+ A goal worth working toward in general.

Overarching Patterns+ There were conversations and connections made between people who had never met each other. Or in one case, met each other after they talked on the beat the monotony group.

+ Pets

+ Family

+ Friends

+ Participants craved meaningful and tangible things to interact with

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Brainstorming Final Solutions

After analyzing our findings we had a better idea of what our audience valued (family, friends, nature, and meaningful, tangible things to interact with). We also found out what they felt was missing in their lives and began thinking of solutions that could make people’s lives more exploratory and meaningful. Using criteria from our design brief and some added criteria (experiential, innovative, healthy balance between technology and real life, sustainable, and organic) we brainstormed feasibility issues, and modes in which this solution could be implemented. We came up with three semi-evolved ideas. From these three ideas we refined, combined, and began fleshing out a final product.

Introduce This would be similar to LinkedIn, except less professional in purpose. A user could introduce two of their friends who don’t know each other. For example, the user could ask them if they want to meet at a particular coffee shop because they would get along. It could be good for introducing two people with similar interests across the country, or world via web (like introducing two online pen pals).

Grab Bag Adventure The user would select how many days and how much money they had to go on an adventure, and the program would generate an adventure for you. It could partner with airlines and other transportation companies. Once the user got to the destination they could receive prompts to meet strangers who are also using this program. For example, a prompt for one user would be, “look for the man in the purple hat” and another adventurer could have been prompted to buy a purple hat at a particular place and wear it in a certain location. The two could meet and have a shared experience for that part of their adventure. It could connect to an online photo gallery, one could earn “experience points” from a blog or network?

Choose Your Own Adventure Or Passport To AdventureCould be a tangible book that is virtually indestructible and waterproof (like those un-tearable kid’s books) that creates sentimental value. Travelers would go to participating destinations and get their book stamped with codes that easily connects the user to an online network. Families would be able to see what their loved ones have been up to while traveling. Users could even use this in their hometown. This could boost local economy, and awareness of local business.

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EducationalPersonal Investment

Fixed

Slight Adjustment

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Shared Experience New Experience

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11% Fixed Schedule(e.g. school and work)

Adjustments in Schedule(e.g. sleeping, drive to school)

New Experiences / Not Routine(e.g. trying a new restaurant)

USER’S LIFE BEFORETHE ADVENTURE NETWORK

USER’S LIFE WITHTHE ADVENTURE NETWORK

These icons represent different purposes behind The Adventure Network and the level that they play during various parts of the experience.

Goal Oriented: The Adventure Network uses a rating system for its users so other users can see what people thought about their shared experience with that person.

The Adventure Network also has a point system. The more experiences or “Adventures” you complete, the more points you receive.

Shared Experiences: The Adventure Network encourages users to share experiences together at different points in its use.

New Experiences: The Adventure Network focuses on creating experiences that the user may have not had before, such as a new local restaurant or meeting up with other users for the first time.

Educational: A focus of The Adventure Network is creating educational experiences in order to give the user a hands on, intellectual experience.

Personal Investment: The Adventure Network is not just about creating experiences for it’s users, personal achievement is a large part of the Network. Allowing users to see their personal progress.

The Adventure Network is an internet based multi-platform application that generates experiences

based on user input of two variables: time and money. The application’s purpose is to generate

unique random experiences so the user can fill the time that he/she wouldn’t normally use by trying

something new. It also has the capacity for longer experiences, such as a weekend adventure.

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To view the our introductory film, click the photo! (note: This was first called the “Adventure App” and was later changed to “The Adventure Network”)

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Pat, a twenty three year old Midwest college student woke up on a sunny Saturday morning with nothing to do for the day. Luckily she had just downloaded the latest multi-platform application: The Adventure Network. She grabbed her laptop and started the quick and easy process of signing up, she was done creating her profile in no time and once she filled out the basic information downloaded the mobile app to her smart phone.

Pat started using The Adventure Network right away, imputing how much time and money she had to spend on her adventure. The Adventure Network suggested that Pat go to a baseball game that was happening that day near her apartment. The Adventure Network allowed Pat to buy her ticket through the application. It can also be used to set up transportation and directions, if needed.

THE BASICS

The Adventure Network generates a prompt based your

location, personal resources, and the amount of time you have.

Goal Oriented Shared Experience New Experience Educational Personal Achievement

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Soon after Pat set up her adventure, she received a notification from The Adventure

Network. The notification said another user was also going to the same museum using The

Adventure Network and asked if Pat would like to meet someone at the exhibit. Pat said yes,

and met the other Adventure Network user.

Pat had nothing in her calender scheduled for Sunday, she was notified by The Adventure Network that free time was found and was

asked if she would like to use The Adventure Network. Pat inputted how much time she had and how much money she was willing

to spend. The Adventure Network suggested that Pat attend special museum exhibit.

The Adventure Network can sync to your phone calender

to identify times you might want to use application

SYNCING &MEETING

Goal Oriented Shared Experience New Experience Educational Personal Achievement

The Adventure Network allows you to meet new people

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The Adventure Network has a rating

system that allows users to rate each

other. When users attend a suggested

adventure together each person can rate

the other after they complete their time

together. A person can see a suggested

companion’s rating and comments

before choosing to meet up with them.

RATING SYSTEM

Goal Oriented Shared Experience New Experience Educational Personal Achievement

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POINT SYSTEM

The Adventure Network also has a point system that

allows users to receive travel discounts. The more

points, the greater the discount. The user earns points

by using The Adventure Network to go on adventures.

Each experience yields a certain amount of points.

The more time you spend using the Adventure App,

the more points you earn.

Goal Oriented Shared Experience New Experience Educational Personal Achievement

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After the attending the museum exhibition, Pat went home. On the Adventure Network website Pat rated her experience, posted photos, wrote about the afternoon and rated her Adventure companion. Pat also received a rating from the user who went with her to the museum.

ONLINE COMPONENTS

Pat also checked how many points she had accumulated from all of her adventures. She saw that she could redeem her points for a discounted flight to New York City so she cashed in her points and bought a ticket.

The online component of the Adventure Network makes

it easy to keep track of your ratings, post pictures of

adventures, write in forums, and see how many points

you have to redeem for travel discounts.

Goal Oriented Shared Experience New Experience Educational Personal Achievement