- Two major questions framed the Lodz Ghetto Project:1) How do we respectfully design engaging and worthwhile experiences between users and content?2) How do we create an electronic space that is scalable, instructive, and responsive to USHMM- specific research needs?
- Those global questions informed the initial set of questions formed by our research team:
- How to get users to interact with each other and build research community?
- How to keep users engaged once initial research is complete?
- What is the best method to continually update participants on site activities in order
to make them feel part of the larger conversation?
- How can game theory and practice (i.e. leaderboards, badges, making it 'winnable', rate
user submissions, etc.) be implemented to add value to research experience but still
respect the content?
- How can it become 'multi-player' based on research teams?
- How to impart upon users that 'winning' means you have conducted successful
research regardless of whether subject survived?
- The story is compelling enough, is it a distraction to bring in additional contextual
data/narratives to the research environment?
- How to move this forward visually using GIS and other geo-tagging datasets?
- Does labeling it as a research environment empower or limit user expectations?
- How does this project generate authentic research questions?
- Through a five month process, we analyzed the site and identified design opportunities as well as supporting research that could be used to support future grant writing efforts.