• THE CHALLENGE

    University of Florida students find the Institutional Review Board (IRB) process "daunting and overwhelming," with many avoiding research opportunities due to complex application procedures. Traditional online training provides policy overview but lacks contextual information and practical guidance.

    THE OPPORTUNITY

    Design an engaging, game-based learning solution that transforms a tedious compliance process into an interactive educational experience, specifically targeting Gen Z and Millennial learning preferences.

    MY ROLE

    UX Researcher & Prototype Designer

    • Conducted user research with UF student populations

    • Developed user personas based on research expertise levels

    • Designed low-fidelity and high-fidelity prototypes for game interface

    • Conducted usability testing and iterative design improvements

  • USER-CENTERED RESEARCH APPROACH

    Target Audience Analysis

    Primary Users: 2,000+ UF students annually interested in conducting research

    Demographics: 89% aged 18-29 (Gen Z and Millennials)

    Challenge: Complex federal compliance process with variations in interpretation

    Generational Learning Preferences Research

    Conducted literature review identifying key characteristics:

    • Gen Z: Self-paced, self-directed, interactive learning preferences

    • Millennials: Active learning, "doing rather than knowing" orientation

    • Both generations: Tech-savvy, impatient, desire quick feedback

    • Mobile-first approach: "Gen Z is mobile and app-native"

    Primary Research Methodology

    Designed and administered front-end survey to UF students:

    • 12 participants across undergraduate and graduate levels

    • Open-ended questions about game-based learning experience

    • App usage patterns for complex process navigation

    • Specific IRB process experience and pain points

    • Mixed-methods analysis of qualitative responses

  • DATA-DRIVEN INSIGHTS

    Game-Based Learning Reception

    ✓ 60% had previous experience with educational games

    ✓ 90% believed games make learning more engaging and interesting

    ✓ Positive experiences: Reward systems, level progression, competition

    ✓ Concerns: Games must integrate well with learning content, not distract

    Mobile App Preferences

    ✓ Strong preference for apps that simplify complex processes

    ✓ Examples: TurboTax, banking apps, investment platforms

    ✓ Key success factors: Ease of access, reduced click-through, search functionality

    ✓ Caution: Apps need additional benefits beyond web versions

    IRB Process Pain Points

    • "The process was cumbersome and confusing" - Graduate Student

    • "I came out of IRB training with a ton of confusion" - Undergraduate

    • "It seemed boring for me. I just pressed next to watch the next training until it ended" - Graduate Student

    Validation: Research supports game-based and mobile delivery methods for target audience

  • RESEARCH-BASED PERSONA DEVELOPMENT

    Expert User Profile

    Background: New faculty, postdoc, research associates

    Attitude: Efficiency-focused, wants quick IRB approval

    Goals: Easy navigation, streamlined submission process

    Tools: Bookmarked IRB website, organized asset folders

    Design Implications: Advanced pathways, skip basic content

    Intermediate User Profile

    Background: Some research awareness, unfamiliar with IRB role

    Attitude: Interested in understanding IRB goals and timing

    Goals: Comprehensive IRB understanding, application guidance

    Tools: IRB website, training materials, local file organization

    Design Implications: Contextual information, process overview

    Novice User Profile

    Background: Limited IRB interaction experience

    Attitude: Defers to experienced team members

    Goals: Learn IRB fundamentals, understand starting points

    Tools: Basic IRB website access, training manual

    Design Implications: Step-by-step guidance, foundational content

    Persona Validation: Based on survey data and literature review of student research patterns

  • SYSTEMATIC DESIGN METHODOLOGY

    Low-Fidelity Prototype Development

    Platform: Figma for collaborative design and rapid iteration

    Initial Concept: 2D adventure game with level-based progression

    Core Mechanics: Trail-based exploration, item collection, knowledge validation

    Interface Elements: Backpack inventory, progress tracking, patch reward system

    User Flow: Introduction → Level Selection → Trail Navigation → Assessment → Completion

    Prototype Testing Approach

    • Figma wireframes for initial concept validation and user flow testing

    • Interactive prototypes for navigation and user experience validation

    • Collaborative design reviews with stakeholders using Figma's sharing features

    • User feedback integration for iterative design improvements

    • Accessibility considerations for diverse learning needs

    High-Fidelity Prototype Features

    Design Platform: Figma for comprehensive interface design

    Game Environment Design:

    • Interactive prototype demonstrating trail-based navigation

    • Visual design system for consistent game aesthetics

    • Component library for scalable interface elements

    • Responsive design considerations for future platform expansion

    Development Platform: Articulate Storyline 360 for interactive learning

    • Scenario-based learning modules with branching interactions

    • Knowledge check integration at each level completion

    • Progress tracking and achievement system implementation

    • SCORM compliance for integration with learning management systems

  • GAME-BASED LEARNING ARCHITECTURE

    Adventure Game Framework

    Level Structure: Each IRB application page becomes explorable game level

    Learning Mechanics: Trail exploration reveals required information components

    Knowledge Validation: Interactive Non-Player Characters pose guided questions for understanding

    Achievement System: Completion patches provide progress feedback and motivation

    User Experience Innovations

    Context-Rich Learning: Each interaction provides rationale for IRB requirements

    Self-Paced Progression: Users advance based on comprehension, not time constraints

    Multiple Learning Pathways: Different trails accommodate various learning preferences

    Real-World Application: Game mechanics directly mirror actual IRB submission process

    Accessibility Design Considerations

    • Desktop platform ensures compatibility with assistive technologies

    • Visual and textual information redundancy for different learning preferences

    • Clear navigation patterns for users with varying technical expertise

    • Scalable difficulty based on user experience level (personas)

  • RESEARCH AND DESIGN INSIGHTS

    User Research Methodology Success:

    • Mixed-methods approach provided comprehensive understanding

    • Direct user feedback more valuable than demographic assumptions

    • Generational research informed but didn't determine design decisions

    • Iterative prototype testing essential for user-centered design

    Design Process Applications:

    • User personas must reflect actual usage patterns, not just demographics

    • Educational gaming requires careful balance between engagement and learning

    • Accessibility considerations strengthen design for all users

    • Research validation prevents costly development of unused features

    Corporate Training Applications:

    • Same research methodology applies to workplace learning challenges

    • User personas essential for designing effective employee training

    • Game-based learning can transform compliance training engagement

    • Mobile-first considerations critical for modern workforce learning

    Transferable Skills Demonstrated:

    ✓ Comprehensive user research design and implementation

    ✓ Persona development based on behavioral data

    ✓ Prototype design from concept through high-fidelity implementation

    ✓ Iterative design improvement based on user feedback

    ✓ Cross-platform accessibility and inclusive design principles

  • BOTTOM LINE IMPACT

    This project demonstrates my ability to work in team and to:

    ✓ Conduct comprehensive user research with diverse populations

    ✓ Transform qualitative feedback into actionable design insights

    ✓ Create user personas that drive meaningful design decisions

    ✓ Design and iterate prototypes based on evidence rather than assumptions

    ✓Apply educational technology principles to solve real institutional challenges

Applied user-centered design methodology to research student needs and prototype an interactive learning game that makes complex IRB processes accessible and engaging.

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