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This article was written on 07 Mar 2012, and is filled under Design Jams.

Campus Wayfinding Design Jam

***** Please note that this is a multi-session event taking place on March 20th and 27th, 6PM-9PM*****

Where can I find wifi? Where is a good place to eat? Where is that library?

On the evenings of Tuesday March 20th and 27th from 6-9pm, we will explore the various kinds of disorientation and dislocation that students and community members experience at the St. George campus. The student of the Knowledge Media Design1002 class, have developed a series of constraints for the design jam where participants will work collaboratively to improve the user experience issue of wayfinding on the U of T St. George campus. Your solution to this challenge should be neither a map nor app.

On March 20th at 6pm, the group will meet at the iSchool lobby, 140 St. George St., Toronto for a kickoff activity (please dress for the weather). Most subsequent design jam activities will take place in the upstairs level at the Graduate Students’ Union at 16 Bancroft Avenue.

Event management for Campus Wayfinding Design Jam powered by Eventbrite

About Design Jams

Design Jams are one-or-two-day design sessions, during which people team up to solve engaging User Experience (UX) challenges. Learn more about Design Jams.

Who should attend Design Jams

Anyone really – Human-Computer Interaction (HCI) & Design Students, Interaction Designers, UX Researchers, Information Architects, UI Designers, Web Designers, Graphic Designers, Hardware Hackers, Policy Nerds, Developers + more… The day aims to improve collaboration skills and help attendees learn and practice various UX techniques including but not limited to Research, Brainstorming, Sketching, Wireframing and Prototyping.

What happens at a Design Jam?

Attendees sign up in advance. Upon arrival they assign themselves to teams based on the skills they could contribute and what they’d like to learn. Teams are then presented a design challenge that they tackle by doing research, sketching, guerrilla testing and other UX techniques. They are encouraged to share their process and ideas halfway through enabling them to get feedback from other teams as well as other mentors in attendance during the day. The day concludes with final presentations to the entire group. Outcomes could take the form of sketches, storyboards, a video or even a prototype – whatever communicates the idea best.

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