cluster

UX DESIGN

UX RESEARCH

SERVICE DESIGN

Cluster is a combined cafe and makerspace designed for independent creators to connect and learn from one another. The physical space is supported by digital interactions and remote content via the Cluster website.

This was my HCI Master’s Capstone project from the University of Washington.

Role

Responsibilities

Designer, Researcher, Project Manager

TEAM

1 Other Designer

Timeline

Feb 2022 – Aug 2022 (6 months)

advisor

Pacific Northwest National Lab

User Interviews and Insights, Ideating, Sketching and Prototyping, Rapid User Testing, User Flows, Information Architecture, Design Specifications

FINAL solution

Cluster is a combined cafe and makerspace designed for independent creators to connect and learn from one another. It’s a place where members can build community, gain new skills, and get things done in a way that wasn’t previously afforded to them.

Cluster is a space comprised of like-minded individuals willing to help one another get their projects over the line. Connect with people in your creative domain via the connector tool on our website, or simply say hello when you see folks in the space!

Cluster organizes member-run workshops to help creators with all types of tasks, from distribution of your work to establishing an LLC. And if you miss a workshop, don’t sweat it! All events are recorded, timestamped, and stored in a digital repository for easy review.

Cluster offers quality equipment and workspace rentals to help you access the tools you need for your project. And once it’s done, help us help you celebrate it by hosting a screening, playtest, or listening party!

Build Community

GAIN NEW SKILLS

get stuff done

The Problem

How do humans create in a world that does not reward creativity?

Artistic expression is a critical element of our human experience and it requires time and resources. But time and resources are unequally distributed. Creators who aren’t backed by major studios or publishers–specifically, independent creators such as game designers, filmmakers, and music producers–typically operate with significantly less economic and social capital. They have to wear many hats to realize their projects, which often involves working on supporting tasks that exist outside of their core creative work.

Image source: http://filmmakers412.com/scott-danzig-director-producer/

Research Process

Research OBJECTIVE

How do independent creators (specifically game developers, music producers, and filmmakers) working solo or on small teams manage supporting tasks?

Research QUESTIONS

  • What are the tasks that have little to do with their core creative work that they must engage in to support their work?

  • How do they navigate these tasks when they arise?

  • What are the barriers to accomplishing these tasks?

  • What supports them in accomplishing these tasks?

Research Methods

  • 7 In-Depth Interviews to glean the every day experiences creators have including their struggles and strategies

  • 3 Subject Matter Expert Interviews to gain a high-level understanding of the creative landscape in order to contextualize participant findings

  • 7 Mapping Activities to systematically identify the top supporting tasks, as well as comprehend tools used, people involved, third parties engaged, and success metrics

  • 4 Photo Diary Studies to gather contextual information around participant workflows, specifically a concrete visual representation of their pain points

    Read the full research plan here

Example of a participant’s mapping activity (left) and a photo diary submission depicting scheduling (right)

Sensemaking

Analysis

My partner and I coded and then affinitized our research findings over several rounds:

We found that the most common supporting tasks fell under project management. We defined and categorized all these tasks to arrive at the following model:

FINDINGS

Further analysis of the research revealed these key findings:

  1. A creator’s core creative work is heavily tied to feelings of pride, enjoyment, and meaning

  2. Creator’s rely on knowledge scattered across forums, their networks, or their own trial & error to learn how to execute supporting tasks.

  3. Even indie creators can’t realize their projects alone, and spend a lot of time communicating with others to maintain relationships.

INSIGHTS

Which led to three key insights:

Supporting tasks stand in the way of a creator’s emotional fulfillment by keeping them away from their core creative work.

Creators waste time upskilling because there is no centralized source for learning.

Creators have a difficult time finding trustworthy collaborators with shared values.

“I am a creative at heart. And ultimately, if I’m not behind a camera, I start to feel empty.” –Research Participant

“A lot of that’s not laid out. Like you can go to read blogs and stuff […] How long does it take for them to make that game? What’s the minimum amount of money that you’ll need? A lot of that has to be brought out through talking with [people].” –Research Participant

“Early on in the company, founders that had been with the team for a year or two just decided that they didn’t really want to be doing this anymore. And no amount of pleading or begging would have made a difference.” –Research Participant

ideation & Down-selection

I brainstormed half of a total of 40 design concepts, each mapping to one or more of our key insights related to efficiently executing tasks, learning new skills, and finding like-minded collaborators:

Our initial concept aimed to build a support ecosystem with a hybrid physical and digital solution. The digital solution would be a platform that facilitates task management (specifically roadmapping, guidance, and execution) and upskilling by leveraging AI and crowdsourced information. The physical solution would be a makerspace that facilitates finding like-minded collaborators and building networks of support. 

(Left) My solo brainstorm ideas (Right) My partner and I critiquing, dissecting, and combining our ideas, etc

initial concept

brainstorming

Proposed Concept

We soon received enlightening feedback from stakeholders that task management and upskilling needs can benefit from a mentorship model, which can be built into the makerspace concept. This made us realize we were injecting digital experiences where they weren’t necessarily needed. So we decided to center the human aspect in our refined solution: a physical makerspace that is supported by digital touchpoints on the makerspace website.

storyboarding

round one

To convey how the makerspace could meet the needs of indie creators, we storyboarded a typical user journey. It highlights a cafe section where the makerspace will make its revenue, equipment rentals, workshops, and a website where creators can message one another and access a video repository of workshops. 

round two

The second round consisted of photographs that captured the look-and-feel of the various physical spaces in our concept. It expanded on the space’s initial offerings and further fleshed out our user’s journey.

It introduced a membership card, the ability to gift other creator’s a coffee for their advice/time, and workspaces that can be rented out. It also included some of my first iterations with key screens of the makerspace website. Finally, it rounds out our creator’s journey by beginning with her attending a helpful makerspace workshop and ending with her leading a helpful workshop, emphasizing the virtuous cycle of benefiting from and then helping others. 

More Coming Soon…

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