top of page

Groundbreaking

A Metaverse workshop for remote collaborators to achieve intersectional innovation

Graduate Thesis, Fall 2022- Spring 2023 

M.S. Integrated Design and Media, NYU Tandon School of Engineering

Advised by Dr. Ahmed Ansari

Design Challenge

How might we catalyze  intersectional innovation through an exploration of remote collaboration?

Problem identified

In order for innovation to be groundbreaking innovation  must combine ideas in new and unpredictable ways.  This unpredictable nature makes inspiration difficult to systemize.

One strong positively contributing factor in intersectional innovation is bringing together different ideas through collaborations of individuals with diverse perspectives and backgrounds.  Geographically gathering individuals with vastly different perspectives and experiences is logistically difficult, costly, and resource consuming

Proposed Solution

A Metaverse-based workshop that helps teams find innovative solutions to complicated problems. The workshop helps users understand their particular challenge, the stakeholders involved, and the themes present in their problem in a Design Thinking process. Users then practice abstract and divergent thinking. They then can utilize a database tool to discover which other industries face problems with themes similar to those they identified within their own problem.  This process enables users to consider techniques used by other industries that might be applicable to their challenge.

The workshop

Introduction

The first room of the Metaverse space  Introduces the user to Intersectional innovation, which is the combining seemingly unrelated ideas at the intersection of different industries or fields for unexpected outcomes.

Screenshot 2023-03-23 at 5.33.36 PM.png
Phase 1:

Understanding the Problem

In the second room users will define the challenge, understand the stakeholders, explore the root of the problem, and find the themes present in the problem

Screenshot 2023-03-31 at 8.56.49 PM.png
Phase 2

Lowering the Associative Barriers

In the third room, participants learn what associative barriers are, how they might restrict abstract and divergent thinking, and engage in exercises that  help reduct these associative barriers.

Phase 4:

Exploring the Intersection for Inspiration

Users will use a database tool to learn which other industries deal with similar problem themes as the ones they identified and then be able to explore solutions from their field.

Screen Shot 2023-04-02 at 9.11.27 PM.png
Breakout rooms:

Ideation

Users will then engage in a solo brainstorming process, then share ideas in groups of two, then four to find common themes 

Screenshot 2023-03-23 at 4.18.28 PM.png
Finale:

Convergence and Next Steps

Users will then engage in a solo brainstorming process, then share ideas in groups of two, then four to find common themes 

Screenshot 2023-03-31 at 9.05.22 PM.png

Process

Double Diamond Design Methodolgy

double diamond methodology.png

The Double Diamond methodology outlines four distinct phases of the design process: Discover, Define, Develop, and Deliver. This approach allowed me to explore and validate ideas through a process of divergence (expanding possibilities) and convergence (refining and selecting the most promising options).

My research during the discover phase encompassed both Primary and Secondary research. My primary research consisted of 6 very helpful expert interviews and a less helpful user survey. My secondary research involved a thorough literature review and competitor analysis.

discover.png
primary light 2.png
secondary light.png
Screenshot 2023-04-06 at 12.54.47 PM.png

Affinity Mapping

I created an affinity map to synthesize the insights from my primary and secondary research into intersectional innovation. 

 

Dominant pattens revealed:

  • The importance of inclusive collaboration

    • Difficult to replicate on Zoom

  • The Importance of playfulness/imagination

  • The importance of divergent/abstract thinking

    • Particular strategies and methods

    • Looking to other industries for solutions​

    • Filtering potential solutions

This allowed me to define the overall design challenge:

 

How might we facilitate teams of diverse collaborators to achieve intersectional innovation?

Ideation & Prototyping

Idea 1:
Structuring Inclusion for Innovation
Screenshot 2023-04-06 at 1.19.43 PM.png

A system that creates the most diverse teams possible in order to gather their different perspectives.

  •  Diversity metric scorecard + match-making software to formulate a team

  • Provide team with an avenue to exercise their innovation potential

  •  Improving the system would require a metric to measure the innovation output. 

    • ML to predict best aspects to emphasize for innovation.

    • For example, do diverse locations provide better combinations of perspectives or perhaps diversity in education or field?

 

Evaluation:

While this may address the design challenge of how to facilitate intersectional innovation, there seemed to be some aspects of it that were proving to be problematic.

  • Difficult market fit

  • Potential for negative impact on diversity initiatives

Idea 2:
Biomimicry for Humanity
Screenshot 2023-04-01 at 3.11.05 PM.png

A card game in which users solve problems using biological techniques, strategies, and solutions

  • The players were presented with a problem and would anonymously offer a solution from a set of biological strategies they had been dealt. 

  • The dealer decides the best solution of the biological strategies submitted.

  • The player who accumulates the most “best solutions” wins the game. 

 

Evaluation:

I tested this game with 2 groups of board game experts–a total of 7 players. The feedback for this as a game was relatively positive.  It was based on a game concept that most are familiar with and is easy to understand but fun. However, the outcome was more an exercise for abstract thinking rather than a solution that inspired true innovation. Providing the users with the problem to solve made the solutions less useful. Additionally, the process was linear, excluding the need for much creativity or abstract ideation.  

Idea 3: Biomimicry Metaverse Gallery

Prototype of process for understanding/ decontextualizing the challenge 

(Created in Figma)

prototype of process for understanding/decontexualizing a problem

Sketches of a potential floor plan for the gallery

(Created in Procreate)

Untitled_Artwork 17 copy.jpg

A desktop-based Metaverse gallery of biological strategies organized into different rooms by function.

  • Decontextualize problem from original industry boundaries

  • Enter the virtual gallery associated with the function of their problem

  • Explore biological strategies that may inspire innovative solutions.

  • Spontaneous conversations with other users, likely from different backgrounds and industries, can serve to incorporate diverse perspectives into the process

 

Evaluation:

After discussing this option with my faculty advisor, we concluded that biological strategies may be too limiting and that potential spontaneous interactions are not enough to reliably incorporate different perspectives and collaborative results.

Idea 1:
Structuring Inclusion for Innovation

A system that creates the most diverse teams possible in order to gather their different perspectives.

Frame 47.png

 Diversity metric scorecard + match-making software to formulate a team

  •  
  • Provide team with an avenue to exercise their innovation potential

  •  Improving the system would require a metric to measure the innovation output. 

    • ML to predict best aspects to emphasize for innovation.

    • For example, do diverse locations provide better combinations of perspectives or perhaps diversity in education or field?

 

Evaluation:

While this may address the design challenge of how to facilitate intersectional innovation, there seemed to be some aspects of it that were proving to be problematic.

  • Difficult market fit

  • Potential for negative impact on diversity initiatives

Idea 2:
Biomimicry for Humanity

A card game in which users solve problems using biological techniques, strategies, and solutions

bio for humanity.png
  • The players are presented with a problem and select solution from a set of biological strategies they had been dealt. 

  • The dealer decides the best solution of the biological strategies submitted

  • The player who accumulates the most “best solutions” wins the game.

 

Evaluation:

I tested this game with 2 groups of board game experts–a total of 7 players. While much feedback was positive, users found the game an  exercise for abstract thinking rather than a solution that inspired true innovation. Providing the users with the problem to solve made the solutions less useful. Additionally, the process was linear, excluding the need for much creativity or abstract ideation.  

Idea 3:
Biomimicry Metaverse Gallery

A desktop-based Metaverse gallery of biological strategies organized into different rooms by function

  • Decontextualize problem from original industry boundaries

  • Enter the virtual gallery associated with the function of their problem

  • Explore biological strategies that may inspire innovative solutions.

  • Spontaneous conversations with other users, likely from different backgrounds and industries, can serve to incorporate diverse perspectives into the process​

 

Evaluation:

After discussing this option with my faculty advisor, we concluded that biological strategies may be too limiting and that potential spontaneous interactions are not enough to reliably incorporate different perspectives and collaborative results.

prototype of process for understanding/decontexualizing a problem
Untitled_Artwork 17 copy.jpg
bottom of page