Study Village • Deloitte Digital Case Crack • 2024
THE DESIGN CHALLENGE
Student life encompasses a diverse range of experiences, from academic pursuits to social interactions, and personal development. By gaining insights into these aspects of student life, designers can create simple digital products/experiences that promote holistic wellbeing, foster academic success, and enhance the overall student experience.
How might we design for university students’ diverse lifestyles, whilst promoting wellbeing and enhancing their overall experiences?
What is a "Case Crack"?
THE DESIGN CHALLENGE
“A case crack is all about teamwork and problem solving - a collaborative process where together, team members brainstorm, gather insights, and work on innovative solutions to find the best way forward”
This case crack, run by SUEDE in the University of Sydney and Deloitte Digital, required participating teams to research, organise insights, synthesise, ideate and prototype a potential solution for the presented design challenge within a day and present to a panelist of judges.
BACKGROUND RESEARCH
Youth Insight, in 2023, found stress to be a prominent and ongoing issue for university students. 7 out of 10 participants in their study reported feeling stressed at least once per week.
01 Empathise
"Conduct research to understand the user needs and the market they're in."
RESEARCH OBJECTIVE
To investigate the underlying reasons for academic stress among university students and explore the effectiveness of various coping strategies used to mitigate these stressors.
RESEARCH
Studying and stress is a multifaceted issue among students, and therefore each student's experience is individual and different.
As such, conducting interviews was the only suitable research method within our given time frame which allowed us to gather valuable insights even with a small pool of students on how students cope with stress and narrow down our user pain points.
This is a short excerpt from our interview transcript:
02 Define
"Clarify what the goals are and what needs to be solved."
AFFINITY DIAGRAM
To organise our research findings, we created an affinity diagram to visualise and easily interpret our data, and identify key information and ideas.
So, what do students struggle with?
USER PAIN POINTS
UNIVERSITY STUDENT
Amy, 21
Amy is a 2nd year architecture student at USYD who spends 90% of her weekdays on campus due to her tremendous amount of assignments.
Frustrations:
- Feel like she is falling behind and that she is not doing enough.
- Constantly compare herself to her peers.
- Lack of motivation to complete her assignments on time due to stress and pressure of time-management.
Our new problem:
PROBLEM STATEMENT
University students often experience a lack of motivation related to their academic performance, which can contribute to stress, anxiety, and feelings of inadequacy.
“How can we help students cultivate a supportive and collaborative community that fosters connections and provides an avenue for escapism as a means of collective stress relief.”
03 Ideate
"Challenge assumptions, create options and ideas to tackle the problems."
Putting our minds together
BRAIN WRITING
To ideate a final solution, we gathered our ideas by brain writing - just writing down everything that comes to mind.
From here, we go and pull good aspects from each potential solution and build an app that has the best features.
- Mindfulness and Meditation App
- Task management and productivity app
- Mental health and wellness tracker
- Wellness Check In app
- Collaborative learning platform
- Stress-relief workshops and activities
- Study community app
DECISION MATRIX
After narrowing down our ideas to three main options, we put them into a decision matrix.
By utilising Pugh’s decision matrix, we can effectively compare and evaluate these options against predetermined criteria.
04 Prototype
"Create solutions and prototypes to subsequently test"
Try out the Figma prototype...
PROTOTYPE
RESULTS
Despite not winning the competition, we received great compliments on our prototype's design and creativity. It was upon receiving feedback, we realised our idea was impractical to develop into a real-world project and is what ultimately prevented us from winning.
Overall, this project provided me with valuable knowledge and experience in working collaboratively and under high-pressure environments, which would be applicable in other professional work settings.