Dallas Fort Worth Airport
Designing a personalized and gamified system that allows airport employees to practice innovative mindset behaviors.
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In August 2021, The SMU Master of Arts in Design and Innovation (MADI) studio class partnered with the DFW Airport Innovation office to explore how they might unlock the power of innovation within DFW Airport Employees. The Fall Studio cohort consisted of nine SMU MADI students who were then split into three groups of three, in order to tackle the How Might We question from three different angles. This project lasted a total of 4 months and ended in December 2021.
The main point of contact for the Dallas-Fort Worth Innovation office was Jodie Brinkerhoff who is the Vice President of Innovation at DFW Airport. .
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Caroline Harms is an Interior Design consultant and the MADI Graduate Assistant for the 2021-2022 academic school year.
Alain Mota is a Program Manager/STEM Development and implementation coordinator at SMU.
Emily Lee is a UX Designer.year MADI student
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How Might We Unlock the Power of Innovation within Dallas-Fort Worth Airport Employees?
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There are over 2,000 employees spread across eight different business sectors at Dallas-Fort Worth Airport that could benefit from practicing innovation mindset behaviors. We asked how we might provide access to innovation mindset behavioral practices in a way that every type of employee, whether they be in airfield operations on the tarmac or spending a majority of their workday in an office at headquarters, would be able to fit these behaviors into their workday.
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Creating a personalized and gamified system that allows any user at any time to practice innovative mindset behaviors.
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We were able to prove through small-scale prototyping that innovation is not one size fits all, and in order for innovative mindsets to be continuously practiced in order to form habits, they must be accessible to every type of employee within Dallas-Fort Worth Airport.
How Might We Unlock the Power of Innovation within Dallas-Fort Worth Airport employees?
How Might We Unlock the Power of Innovation within Dallas-Fort Worth Airport employees?
Many companies question how to get their employees to practice innovative habits every day. When SMU MADI first connected with Dallas-Fort Worth’s innovation office, they had already planted the innovation mindset seed in their employees’ minds through an ROI training they had made mandatory a couple of months prior. The ROI ‘Innovative Mindset training’ was a digital module that employees were expected to complete in a self-directed manner. Their next step was to get employees in the habit of using these tips and tricks they learned in the training, every day while doing their job. This is where SMU MADI came in.
Over the 16-week project period, our team facilitated 12 interviews with DFW airport employees. We quickly realized through these interviews that the definition of innovation is not one size fits all, ultimately this foundational statement helped us to conclude that instead of forcing one plan, we could lean into varied approaches. Additionally, our research uncovered that the Innovation Mindset training distributed by Dallas-Fort Worth Airport’s (DFW) innovation department had not been actively used by DFW Airport employees. In interviews with DFW airport employees, we asked questions about what they thought about the innovation training and if there was a field for improvement. Overall, we received a lot of feedback and discovered some areas of opportunity. We heard there was a need for using airport examples within the training and that this would make for a tangible ROI for employees. We heard that merit and recognition were important and wanted for participation, and lastly that employees did not get to see the full impact of the training. After interviewing with DFW airport employees, it became apparent that DFW Airport needed a program that could act as a nudge (reminder) or practice of innovative mindsets after the training. We questioned how we might create a program that encompassed all of these important angels. We believed that habits could lead to the activation of the Innovation Mindset Training and focused on a hunch that we might be able to use gamification as a way of habit-forming. So we reached out to two Gamification experts on the SMU campus, who we believed might be able to help us. We spoke with Dr. Tony Cuevas, who is the assistant dean of technology and innovation at the Annette Caldwell Simmons School of Education and Human Development, and Gary Brubaker who is the director of SMU Guildhall, which is the number one gaming school in the country. Dr. Cuevas touched on the topics of community, collaboration, and gamifying to make content attractive and appealing and Gary spoke about the importance of using strategies that encourage the players that they are doing great. Additionally, we learned that gamifying can incentivize and accelerate learning while also providing valuable data. It encourages social connection between employees and could allow employees to connect to the culture of DFW airport. After speaking with gamification experts at SMU, our team hypothesized that if we could design a way the innovation mindset content could be experienced repeatedly and accessed anywhere, that might help DFW Airport employees form habits. We questioned how we might take all the things we learned and put it into something we could test. Ultimately coming back to our realization that innovation is not one size fits all so we needed to design something that would be tailored to how the user wants to experience it.
Based on the findings from our research, interviews, prototyping, and synthesizing, our team designed a two-part virtual innovation mindset experience called Innovation Gamestorming. Innovation Gamestorming takes the three mindsets introduced in the innovation mindset training: questioning, exploring, and experimenting, and pairs them with the original content we designed.
The name Innovation Gamestorming comes from innovation, gamification, and the idea of brainstorming with fun activities. Innovation gamestorming is a digital gamified experience that can be accessed with the use of a computer or a cell phone.
The first part of the activity is a survey where participants are asked about activities with innovation mindset content via Qualtrics, a survey platform. We wanted to make sure that we were reaching and able to hear the opinions of individuals in every business unit within the DFW Airport headquarters, so we reached out to at least 5 individuals from each unit asking them to participate in our survey. The purpose of the initial survey was to gather information about the participant’s preferences on the number of mindset activities per week they would like to take part in each week when they would like these activities to occur, how they would like to receive nudges (a reminder to participate), and a reflection of the value that proposed merits could bring to them. Innovation is not one size fits all and in order to activate it, we needed to design something that meets different needs based on the participant engaging with it. After we heard how they want to be engaged, the second part of innovation gamestorming would be to have the activities deployed to the participants on a cadence informed by their choices on the initial survey. The activities in innovation gamestorming are defined as fun and engaging prompts grounded on the initial innovation mindset training components (questioning, exploring, experimenting) and consisting of no more than three reflections that are text-based.
The image above is a user journey of the way we designed the innovation gamestorming experience to take place. After the initial survey, the participant would receive their first questioning exercise, a day later at the time you requested they would receive their first exploring exercise, and then the next day their first experimenting exercise. After the completion of one full set of questioning, exploring, and experimenting, the user would start with the next questioning exercise. Aside from the user journey shown above, it is important to explain the difference between a nudge and a notification. The users received notifications before activities, and nudges if they did not complete an activity on the day it was sent out. We knew that nudges were extremely important and we found that when we nudged, a couple of participants did go back and finish the activity.
Based on the findings from one of our main sources of secondary research, Atomic Habits by James Clear, our team decided that our design needed to have the foundation of the following four steps that it takes to build a habit.
Cue
Craving
Response
Reward
Through each of these design principles, we were able to customize an innovative mindset experience for DFW employees that would hopefully encourage the practice of innovatively thinking in their day-to-day roles thus forming habits and unlocking the power of innovation within them. We cued employees by using airport-related content that they could relate to and applying their expertise so that the exercises they would be doing could be applied to any projects they were on. We made the activities something they craved. In order for users to want to spend time and participate in these activities, it was important to make the activities something that they wanted to come back to, aka making the activities attractive to them. Our third principle, response focused on making the activities accessible and easy. Finally, our last principle, reward, focused on rewarding the employees when they completed activities with merits, thus encouraging them to keep playing.