UX Research & Prototyping

Solutions for virtual event engagement

Overview

The background of this project was a one-week design hackathon. The participants had to deliver design proposals for helping an NPO, ACC, improve their online product for hosting events. I was randomly assigned to a team with five people. We ended up proposing three solutions for enhancing user engagement by enhancing the human-computer interaction.

My Role

UX Designer & Prototyper

Skills

User Research, Wireframing, Prototyping

Team

4 UX designers, 1 Marketing specialist

Date

2021.10.24 - 2021.10.30

Challenge
Acc Magic is the platform that helps clients solve business problems by fusing digital experience and innovation strategies. With the increasing demand for switching physical events to online versions, Acc Magic needed more innovative and actionable solutions to improve their product. Based on our research, we concluded three key challenges. The first one was insecure presentation experience mainly caused by lack of eye-contact. Secondly, user experience was disrupted. The platform digitalizd the process without optimizing the holistic experience. Third, it's difficult to hold attendees’ attentions with the lack of human connections.
Outcome
We proposed three HCI-related sulotions to increase user engagement in virtual events. Two of them were especially designed for fundraising events/galas. In summary, the the solutions were our suggested new features on Acc Magic platform, which were "eye contact connector", "visualized donor feedback & interactive sponsor session", and "virtual dance party."

Simulate Face-to-face Interactions by Eye Contact Connector

When AI identifies a persons who resonates the most to the speech according to the facial expressions body languages such as smiling and head-nodding, he/she will automatically be placed on the eye-area of the speaker’s screen with facial highlights, giving the speaker an instant and positive feedback that he/she is enjoying the speech.

Elevate Sponsorship Experience by Visualized Donor Feedback and Interactive Sponsor Session

The first feature, visualized donor feedback, is for individual participants. The donor spotlightshow instant appreciation,with the donation progress bar to visualizeachievements, encouraging participants to donate together towards a greater cause.

The next one, interactive sponsor session is for businesses. The video is showing the participants are passing around the balls with sponsor materials on it. By involving participants in the fun and interactive games, they would feel that the campaign is more relevant to them, thus raising engagements and creating a positive sponsorship experience.

Create Immersive Social Gatherings by Virtual Dance Party

To make up for the lack of real-world human interactions, this feature of dancing session, inspired by the concept from Soul Train culture, allows participants to create a juxtaposition with another participant on the virtual dance floor. Via dancing, eye-contact and body gestures, it creates an immersive experience and social connections which plays an important role intraditional events/galas.

Design Process

My team members and I in this process were UX designers & prototyepers. Comming from academic background, my special comtribution was to look for literature support to validate our hypothese and strengthen the credibility of our final solutions. Overall, we completed the design proposal within 5 days from the research to the prototype design.

1. Background Research

To understand the context of the problem, the users' background, and the needs of the stakeholder, ACC, we conducted background research. Based on the findings, we summarized common user journey & user types in general, and prioritized the design problems.

Screenshot of the data collecting process on FigJam

The Stakeholder's Needs

Our stakeholder, ACC, a NPO that empowers and celebrates Asian talent by showcasing meaningful
stories and facilitating collaboration, had launched their digital product named "Acc Magic" to help organizations slove problems by online solutions. Thus, the needs from ACC were not only focusing on product improvement but also on helping Asian groups grow by all the possible methods. With this point of view, we believed fundraising activities were one of the most effective ways to help.

General Event Journey

To get deeper insights from the interviews, we explored the context by sketching the general user journey through blogs, Youtube, websites that had held online events, and academic literature.

Among the above resources, one academic paper, summarizing 56 interviews, categorized hybrid event process into three stages and a list of tasks in each stage. The process included "Pre-event Online Practices," "Connecting & Recruiting Practices," and "Reflecting & Relating Practices." The last stage inspired us to think more about how the users would reflect after the events.

Meanwhile, we also concluded the the most common process of offline events from a number of past offline events. More precisely, the event information we looked for was more about fundraising events than other kinds of events because the task of fundraising was the most reason why their clients host the events accrording to the information we learned in the previous studies. The process of offline fundraising events were as follows:

  1. Reception (with Silent Auction lasting until the end)
  2. Dining
  3. Entertainment (music shows / social dance)
  4. Live Auction (usually synchronizing with 3.)

The key insight we extracted from the research was that most virtual fundraising events only digitalized the process, meaning moving the entire process from offline to online, without optimizing the holistic experience and human connections. For example, hosting online presentations and distributing sponsor materials in digital formats only covered the top of the iceberg. There was a huge space of untouched areas and interactions to be optimized.

User Types

After exploring the context of virtual events, our next step was to figure out different user types and prioritize them with the impact they would make. The categories were listed in the belowing.

  1. Host(s) that holds the event
  2. Speaker(s) during the event that gives speeches
  3. Individual participants that support the event or the host
  4. Business sponsors with marketing strategies

Our Design Focus

Based on the findings above, we decided to dip into the experience during the event - especially for speeching giving part, for the reason that it was the most apparent distration moment for users due to the online enviroment based on the previous literature review. Our target users were the speakers and the participants since we would like to focus on the scenario during the event.

2. User Interview

Due to time limitation of the hackathon, we only interviewed two speakers within our team. We also did more background research on the participants' side to get boarder ideas on this issue.

On the speakers' view, the primary paintpoint was "insecurity of the speaker not knowing how the listeners perceives his/her messages." In one word, the speaker cannot receive instant feedback while speaking. For example, when giving the presentation with screen sharing, the screen of the speak were completely covered by the presentation that the speaker lost the messages from online chatroom and couldn't see the participants' screens.

On the participants' view, the lack of people connections made them hard to be fully concertrate on the whole event. This painpoint resulted from HCI issue - how to make the interaction between the computer and the user feel more natural.

We formulated two key HMWs based on all the data we learned from the research:

How might we make the speakers feel secure while giving the speech?
How might we give the participants immersive experience from the event?

3. Brainstorming

To get innovative ideas for solutions, we ran several rounds of brainstorming within the team. The process of this section was, firstly, brainstorming all the possible solutions and writing them down on the stickers, and secondly, categorizing them with the value, timeline, and technology requirements. In the end, we prioritized the solutions by feasibility and the extent of problem solving. Below were the three solutions we proposed.

Process of brainstorming on Miro

Solution 1 : Simulate Face-to-face Interactions

To make the interactions more like the offline ones, we proposed that using AI technology to create bi-directional eye-contact betweenthe speaker and the “Yes Audience.” The Yes Audience meant the audience who resonated the most to the speech.

To be more specific, AI would detect facial expressions and body-language to identify different reactions among the audiences, such as being curious, confused, excited and focused. For example, when an audience kept nodding his/her head and stared straight into the presenter’s eye, showing that he resonates a lot to the speeches, AI would automatically identify him/her as the “Yes Audience” and placed his/her screen on the "eye-area" of the speaker’s screen with facial highlights, giving the speaker an instant and positive feedback.  

Solution 2 : Elevate Sponsorship Experience

To improve sponsorship experience and also make this section more effective, we came out the ideas with the insights to "the art of appreciation" and "relation between commercial compaigns and the participants."

For the individuals,we designed the donor spotlight session to show instant appreciation, with the donation progress bar to visualize achievements and encourage every participant to donate together towards a greater cause.

For the businesses, we designed interactive sponsor sessions. The solution was creating an game-like activity that the participants were passing around the balls with sponsor materials on it. This was actually inspired by the crowd wave sessions in concerts, where the audience move together to pass on an object. By involving participants in the fun and interactive games, the participants would feel that the campaign was more relevant to them thus raising engagements and developing a positive sponsorship experience.

Solution 3 : Create Immersive Social Gatherings

To make up for the lack of real-world human interactions, we created a dancing session in the virtual events, inspired by the concept from Soul Train culture which encouraged an upbeat, exciting, and vibrant vibe. By doing so, not only traditional events/galas had social dance sections, but also the virtual ones did.

4. Sketching Ideas

The next step was to visualize the three abstract ideas I mentioned above. Our sketching tools were a tablet and white papers. After we finshed the sketchings, we projected them on the wall so that we could make sure everyone was on the same page.

Photo of the discussion process

6. Wireframing & Prototyping

Then, we co-created the wireframes of the three solutions through Figma before jumping into UI design and the prototypes. The prototypes, which were shown on the beginning of this page, presented how our concept of solutions looked like.

Result

We received a lot of resonances and feedback from the listeners during our pitch - especially in the part of "eye contact." However, it was also the part that most listeners misunderstood. They thought "the way to make eye contact is to look directly at the camera lens" instead of our idea "switching the position of participant's screen to the area below the computer lens to simulate real-world eye contact."

Self-reflections & Takeaways

This was my first experience to propose a design result in a very short time. I knew it would not be the last one, so it's wonderful that I could learn and improve myself through this project. Below was my relections on this project.

First of all, because of time limitation, we had to prioritize and decide which process to conduct, to made the best use of time with limited resources. It makes me realize that there is no perfect environment for designers to conduct every methods they want. Instead, arranging the plans with limited resources is the reality that designers have to deal with.

Second, following the above reflection, I felt a bit insecure during the whole design process because we didn't have time to make our persona types clear. I learned that we couldn't always wait for the best persona results to come. In other words, though the content of personas may not be sufficient enough, we still have to go on, until we get more information to revise them.

Thirdly, the skill of storytelling was super important! Though we had nice ideas, we still ended up being misunderstood at the last moment. My solution was to put the stage of consructing the storytelling in the design process to make sure we could deliver our design well by explaining the story in a good way.

Let's Talk !

Welcome to contact me and talk about anything :P

wandaliang225@gmail.com