The initial design challenge proposed was to investigate “human interaction with money.” With this broad starting point, the teams were set out to go through the design thinking process studied in class. Our initial approach was use children as our target, so we set out to observe and learn how children deal with money. The shopping mall on a busy Saturday afternoon was the site of the fieldwork. In addition to that, we also interviewed children and teenagers. From the observation stage we came up with three possible problems to work with, namely (1) the gumball machine, (2) the vending machine, and (3) teenagers and debit card. At the problem definition stage, we decided to focus on the teenagers and debit card. We developed personas for our main target (the teenager) as well as the secondary target (her parent), to help the group better understand the real humans we were designing for. During this stage, we used some of IDEO and d.school’s tools and methodologies [1, 3] to frame our problem. Finally, when we reached the solution space, where we explored different possible ways to solve the design problem until we settled on our final solution. In this stage, we used other tools provided by David and Tom Kelley . As a last step, we reached out to one of the teenagers interviewed at the beginning of the project in order to gather feedback on our first prototype, however we did not reach an iterative stage. In this paper, we will describe in detail our design process and how it relates to the theories studied in class.
Suzuki, Juliana; Chavarria, Maria Pat; and Aldawoodi, Rami, "Designing a Better Debit Card Experience for Teenagers" (2017). Engineering and Technology Management Student Projects. 154.