S.S. Columbia Project Portfolio, 2016-17
DESIGN FOR AMERICA, NYU *** SITE CURRENTLY UNDER CONSTRUCTION - STAY TUNED FOR MORE ***
Full STEAM Ahead
The S.S. Columbia Game
Project Overview
Design for America of NYU is founded on the passion and belief that we, the students of NYU, want to use Human-Centered Design to tackle local social issues to develop solutions that have impact locally and globally. DFA NYU is a powerful platform to connect students from different schools and develop a community of socially mindful change makers. There are multitudes of opportunities for students to go outside of the classroom and put their learning into action, through social innovation and entrepreneurship.
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The SS Columbia Project aims to revive the National Historic Landmark SS Columbia steamboat while fostering community engagement and STEAM education. Our multidisciplinary team of technologists, engineers, and educational experts continues to work toward developing innovative social impact experiences while exploring inclusive interactive possibilities for the iconic steamboat.
INITIAL RESEARCH
Exploring possible users, content, & implementation scenarios
JUNE - SEPTEMBER 2016
Though we did not formally assemble as a team until September, we engaged in independent ad group research over the summer.
Some of us traveled to Buffalo to visit the S.S. Columbia to see the SS Columbia and talk to people who are working with the boat. Buffalo residents shows strong emotional connection with the boat. We also did some rapid prototyping of possible site-specific experiences and tested them out with visitors, who demonstrated a preference for short, collaborative experiences which provided immediate feedback.
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Some of our research efforts involved observing and conducting focus groups with young students. Experiences involving video, immersive sensory experiences, and the ability to explore an environment freely and independently resonated with fourth graders, while kindergarteners exhibited a fascination with quantitative measurement related to the boat. (For example, one student was dying to know just how many elephants would fit on the boat.)
Finally, we spent some time exploring other nautical museums and immersive narrative experiences aimed at educating children and adults. The Titanic Experience museum in Belfast and Doctors Without Boarders' Far From Home exhibit about the refugee experience here in New York City incorporated narrative, symbolic props, authentic settings, and a wide variety of video approaches aimed at promoting engagement and a deeper level of understanding.
DEVELOPING INSIGHTS
How might we use a unique out-of-school environment to improve school-based learning for struggling upper elementary and middle school students?
OCTOBER 2017
Blurb about research synthesis, persona development, unpacking "struggle," and revising POV Statement.
STORYBOARD
A game-based learning after school program
NOVEMBER 2016
Building a better game, well-by-week
DESIGNING, PROTOTYPING, ITERATING
Overview of process
INITIAL SKETCHES: DECEMBER 2016
Concept Development
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USER FLOWS & GAME MECHANICS: JANUARY - FEBRUARYÂ 2017
Developing a narrative
Discuss ideation & prototyping and also user testing with fourth graders.
CARD TRADING MECHANICS: MARCH - APRIL 2017
Enhancing collaboration and engagement
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HI-FIDELITY PROTOTYPE: MAY 2017
Building a more immersive and playful experience
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WHAT'S NEXT?
Keep tabs on the latest developments on our blog.
OUR CREW
ELANA BLINDER
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TANVI SINHA
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PETER ARBAUGH
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TIANYI CHEN
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RHONDA LEE DAVIS
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TRACY ZHAO
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LEE KIM
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ANNE-LAURE FAYARD
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