Epilepsy affects approximately 1 in 50 Australians, but many don't even know that. It comes in all shapes and sizes, and as a sufferer myself with relatively mild symptoms, I knew there was misconceptions and a lack of awareness - which only worsened for the great many who experience worse symptoms. As a result, for this University project, I researched heavily around epilepsy and its misconceptions, and I designed an elicitation artefact to hone in on epilepsy-related awareness issues to create a comfortable public environment for sufferers.
In many cases, awareness is not enough. Bringing to light a situation does not necessarily elicit a clear path to behavioural change
This project was preceeded by a prior one, in which I put together a document on epilepsy awareness. The end result was that awareness is not enough; hence the gamified card sort.
The second report (and elicitation artefact in the form of the card sort) aimed to identify the necessary behavioural changes beyond just being 'aware;' how an artefact could change that, and then the process of conceptualising and testing said artefact.
I had previously engaged common UX research techniques like ethnographic noticing, so I revisited these and created a retrospective log of events in the "double entry style" - focusing on recorded the 'what' happened, but also the 'why' it happened.
(comment on in-person feedback)
(comment on 'final test' and outcome)
I'm always open to working on innovative products and experiences.