- DMBA in Design Strategy design team:
Abinash P. Andy C. Kristen H. Pamela S. Reut K.
- Project DescriptionCitrix sponsored innovation project developed to address the 'Future of Work and Play'.Initial ResearchInitial research and interviews led the team to believe that the opportunity space between work and play lie in pain points experienced by remote workers. We developed an initial hypothesis around the idea that the workplace of the future would continue to become a much more fluid space with many more staff working not in a physical office.We asked questions around:- What happens when you leave the office- Management expectations
- Institutions and aspects of company culture
- Risk taking in work approach
- Built in feedback loops
- Setting boundaries between work and home
- Why work anywhere- Workspace outside the laptop
- FindingsInitial research and interviews led the team to believe that the opportunity space between work and play lie in pain points experienced by remote workers. We developed an initial hypothesis around the idea that the workplace of the future would continue to become a much more fluid space with many more staff working not in a physical office.
- Design focus pivotAs we dug deeper into our findings we felt there was an underlying need that could address a completely different issue in the workplace. Many of the remote-workers we interviewed voiced a common complaint of missing the comradery of the office place, while enjoying the flexibility and opportunity to engage with other flex-workers outside of their company.Our design focus shifted to investigate opportunities to a 'social workspace'.
- We went through another round of research and interviews where our findings led us to identify themes more deeply representative of how we work, and how we play.
- We developed an archetype map around what we felt were the most compelling themes, and a persona that we identified as the most compelling opportunity for design innovation and improvement, that guided our design process forward - the Checklister.
The 'Checklister' was someone who likes a process in their approach to work and play, but often isn't able to reach their full potential at either because forces outside their control interfere with their predetermined process. Designing for the Checklister was an opportunity to reintroduce them to creativity and spontaneity at work that would not only be of value to them personally, but of value to their company as well.
- CONCEPT DEVELOPMENTOur concept development turned to creating opportunities for Checklisters to engage in creative thinking and problem solving while at work.
The design concept was to introduce creative thinking in ways that did not interfere with work, yet provided an opportunity for Checklisters to step outside their routine and think outside the box.
- IDLE INCUBATOR
The goal of Idle Incubator is to bring work and play into a familiar space - where companies' staff are not choosing one over the other, instead integrating the two in a beneficial experience. Idle Incubator creates Design Thinking challenges between internal and external staff to build a more creative thinking and agile workforce - developing individual and collective workforce strengths.