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Bēhance

Lodz Ghetto Site Research

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  • 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.