A workshop design strategy to promote experimentation

A workshop design strategy to help integrate design thinking into policy-making processes

Project Overview

Duration


3 weeks

Region


Canada

Project Goal


Empower Government of Canada executives by demonstrating how experimentation aligns with their top priorities, leading to smarter investments, and improved program effectiveness. Overcome barriers and speak their language to foster engagement in utilizing experimentation as a valuable tool.

Team


Anwesha Sengupta

Sushmita Narayana

Neeraja Shirdore

My Role


Research and Insight Synthesis, Wireframing,
Rapid Prototyping

Empower Government of Canada executives

Methodologies Used


Landscape Analysis, Affinity Mapping, User Journey Mapping, Visual Synthesis, Usability Testing

Demonstrate the value of experimentation

Overcome reistance to utilizing experimentation as a tool

Project Impact


Following a 2 week sprint process and rapid prototyping, we developed a gamified experience as a workshop to help executives uncover the value of experimentation.

Phase 1 - Foundation

Research and Synthesis

For this project, we conducted a rapid design research and synthesis process. We interviewed subject matter experts from the Canadian Government to gain insights into the policy-making process, their percepection on experimentation, and identify their pain points and needs.

Additionally, we performed extensive desk research and competitive analysis to explore existing solutions relevant to experimentation in government settings.

The research goal was to seek strategies to integrating experimentation into the organizational DNA of the Canadian Government, with a specific focus on engaging executives aiming to alleviate the fear of failure among executives and foster a culture that embraces experimentation and acknowledges that success may not always be immediate.

Insights

Experimentation is not new. It has always been around

Executives are unaware or oblivious to the benefit of evolving their approach

Executives are not comfortable with failing

Competing demands strap executives for time to prioritize experimentation.

Executives are uncomfortable with the ambiguity of experimentation

Execs feel the need to be "right" or "successful" at all times

How might we reinforce that experimentation is not new and make executives feel comfortable with failure?

Starter Concepts

Digital Platform for interaction

Strategy and Solution Recommendations

Gamified training program

Learning through Immersion

A Unified Platform

What: We designed a gamified training program broken into smaller activities, delivered through a platform digitally unifying the employees housed in the Treasury Board of Canada Secretariat, ensuring theoretical learning through immersive experiences.

Why:
A non-intrusive yet engaging platform facilitates richer relationships and sharing of ideas and progress across teams.

It also brings transparency and a higher level of accountability into the system.

It incorporates gamification to make the process easy and fun.

Program Details

Overall Training Duration: Week-long training session.

Activity Duration: 5-10 minute long activity followed by the detailed content of the course.

The Platform Dashboard Key Features:

  • Designed to keep track of progress and leaderboards

  • Keeps track of friends and other members to allow healthy competitiveness.

  • FAQs lead to resources that orient users to values of experimentation.

  • Discussion Forum helps connect and initiate conversations.

Game Details

Why Gamified Training: Training programs can be draining and too reductive. We believe lived-experiences can help individuals learn soft skills like risk-taking and experimentation in a better way.

How: The activities are designed to communicate some of the core tenets of experimentation-

• Data trumps intuition

• Staying Curious

• Rapid innovation + Testing

• Democratic idea sourcing

• Experimenting is in everyone's DNA

• Getting comfortable with failing & iterating

Projected Outcome of the Gamified Training