MA Ideation Workshop Design

[Overview]

The Context

As part of my UX Design Master’s at Falmouth University, I led the planning and design of two tailored workshops to guide a cross-disciplinary team of UX Design and Interactive Game Design (IGD) students through structured project ideation. The challenge was to move from fragmented ideas to validated, user-centred briefs — combining rigour, creativity, and collaboration across disciplines.

The Context

As part of my UX Design Master’s at Falmouth University, I led the planning and design of two tailored workshops to guide a cross-disciplinary team of UX Design and Interactive Game Design (IGD) students through structured project ideation. The challenge was to move from fragmented ideas to validated, user-centred briefs — combining rigour, creativity, and collaboration across disciplines.

Problem Statement

Unstructured ideation stalled progress: The team’s early brainstorming lacked focus — ideas were solution-first and siloed, with no shared process or grounding in real user/player needs.

UX and IGD teams lacked a common language: UXD students leaned toward user needs, while IGD students suggested mechanics or genres without justification. The gap risked creating unfocused, unviable concepts.

We needed structured collaboration: Without a framework to guide thinking, prioritise ideas, or justify design choices, the team couldn’t confidently progress or present credible briefs for tutor feedback.

Problem Statement

Unstructured ideation stalled progress: The team’s early brainstorming lacked focus — ideas were solution-first and siloed, with no shared process or grounding in real user/player needs.

UX and IGD teams lacked a common language: UXD students leaned toward user needs, while IGD students suggested mechanics or genres without justification. The gap risked creating unfocused, unviable concepts.

We needed structured collaboration: Without a framework to guide thinking, prioritise ideas, or justify design choices, the team couldn’t confidently progress or present credible briefs for tutor feedback.

Skills Demonstrated

Workshop Design

Cross-Disciplinary Facilitation

Design Strategy

UX Process Leadership

Double Diamond Thinking

[Impact]

Dual Workshops Designed from Scratch

Created and structured two bespoke workshops — one for UXD problem-first ideation, and one for IGD player-centred concept development.

Frameworks Introduced to Deepen Thinking

Integrated Bartle Types, Self-Determination Theory, and Emotional Targeting to elevate game ideation beyond surface-level concepts.

Cross-Disciplinary Alignment Achieved

Fostered collaborative thinking across UXD and IGD, helping the team co-create grounded project briefs ready for tutor review.

[My Process]

1. Identifying the Need for Structured Facilitation
  • Recognised that early discussions were fragmented and feature-led.

  • Proposed a workshop-based approach grounded in the Double Diamond model.

  • Set goals: produce validated briefs, align disciplines, and build tutor-ready outputs.

1. Identifying the Need for Structured Facilitation
  • Recognised that early discussions were fragmented and feature-led.

  • Proposed a workshop-based approach grounded in the Double Diamond model.

  • Set goals: produce validated briefs, align disciplines, and build tutor-ready outputs.

2. Researching UX and IGD Methods
  • Reviewed UXD best practices for ideation and prioritisation.

  • Researched IGD ideation frameworks and player motivation models.

  • Selected relevant tools: Bartle Player Types, Self-Determination Theory, Emotional Targeting.

2. Researching UX and IGD Methods
  • Reviewed UXD best practices for ideation and prioritisation.

  • Researched IGD ideation frameworks and player motivation models.

  • Selected relevant tools: Bartle Player Types, Self-Determination Theory, Emotional Targeting.

3. Designing the Dual Workshop Structures UXD Workshop Flow:
UXD Workshop Flow:
  • Products people love → User groups → Problem brainstorming → Affinity mapping → Prioritisation → Brief creation.

IGD Workshop Flow:
  • Games people love → Player types → Needs/gaps brainstorming → Affinity mapping → Prioritisation → Game brief creation.

Design Thinking & Inclusion:
  • Both workshops were framed around diverging and converging thinking.

  • Used inclusive prompts to ensure all team members could engage, regardless of experience level.

3. Designing the Dual Workshop Structures UXD Workshop Flow:
UXD Workshop Flow:
  • Products people love → User groups → Problem brainstorming → Affinity mapping → Prioritisation → Brief creation.

IGD Workshop Flow:
  • Games people love → Player types → Needs/gaps brainstorming → Affinity mapping → Prioritisation → Game brief creation.

Design Thinking & Inclusion:
  • Both workshops were framed around diverging and converging thinking.

  • Used inclusive prompts to ensure all team members could engage, regardless of experience level.

4. Preparing Team & Resources
  • Created detailed workshop agendas and Miro boards with pre-built templates.

  • Wrote pre-work prompts and communications to build momentum.

  • Coordinated a Skills & Goals Audit to align team capabilities with project ideas.

  • Scheduled a tutor feedback session post-workshops to ensure early iteration.

4. Preparing Team & Resources
  • Created detailed workshop agendas and Miro boards with pre-built templates.

  • Wrote pre-work prompts and communications to build momentum.

  • Coordinated a Skills & Goals Audit to align team capabilities with project ideas.

  • Scheduled a tutor feedback session post-workshops to ensure early iteration.

[Key Learnings]

Tailor the Process to the People

Designing workshops that respected both UXD and IGD ways of thinking created more meaningful, inclusive collaboration.

Frameworks Elevate Ideation

Introducing models like Bartle Types gave the team a shared language and helped justify creative decisions with more depth and clarity.

Planning is Design Work

Workshop planning is a UX challenge in itself — understanding user needs (your team), defining goals, prototyping flows, and iterating based on feedback.

[Persona]

Jhon Roberts

Marketing Manager

Content

Age: 29

Location: New York City

Tech Proficiency: Moderate

Gender: Male

[Goal]

Quickly complete purchases without interruptions.

Trust the platform to handle her payment securely.

Access a seamless mobile shopping experience.

[Frustrations]

Long or confusing checkout processes.

Error messages that don’t explain the issue.

Poor mobile optimization that slows her down.

MA Ideation Workshop Design

[Overview]

The Context

As part of my UX Design Master’s at Falmouth University, I led the planning and design of two tailored workshops to guide a cross-disciplinary team of UX Design and Interactive Game Design (IGD) students through structured project ideation. The challenge was to move from fragmented ideas to validated, user-centred briefs — combining rigour, creativity, and collaboration across disciplines.

The Context

As part of my UX Design Master’s at Falmouth University, I led the planning and design of two tailored workshops to guide a cross-disciplinary team of UX Design and Interactive Game Design (IGD) students through structured project ideation. The challenge was to move from fragmented ideas to validated, user-centred briefs — combining rigour, creativity, and collaboration across disciplines.

Problem Statement

Unstructured ideation stalled progress: The team’s early brainstorming lacked focus — ideas were solution-first and siloed, with no shared process or grounding in real user/player needs.

UX and IGD teams lacked a common language: UXD students leaned toward user needs, while IGD students suggested mechanics or genres without justification. The gap risked creating unfocused, unviable concepts.

We needed structured collaboration: Without a framework to guide thinking, prioritise ideas, or justify design choices, the team couldn’t confidently progress or present credible briefs for tutor feedback.

Problem Statement

Unstructured ideation stalled progress: The team’s early brainstorming lacked focus — ideas were solution-first and siloed, with no shared process or grounding in real user/player needs.

UX and IGD teams lacked a common language: UXD students leaned toward user needs, while IGD students suggested mechanics or genres without justification. The gap risked creating unfocused, unviable concepts.

We needed structured collaboration: Without a framework to guide thinking, prioritise ideas, or justify design choices, the team couldn’t confidently progress or present credible briefs for tutor feedback.

Research Insights

Leading end-to-end research bridging academic rigour and product goals.

Defined scope, built a theory-informed process, and applied Human–AI Collaboration principles to uncover actionable design opportunities — all while collaborating cross-functionally with engineering.

Skills Demonstrated

Workshop Design

Workshop Design

Cross-Disciplinary Facilitation

Cross-Disciplinary Facilitation

Design Strategy

Design Strategy

UX Process Leadership

UX Process Leadership

[Impact]

Dual Workshops Designed from Scratch

Created and structured two bespoke workshops — one for UXD problem-first ideation, and one for IGD player-centred concept development.

Frameworks Introduced to Deepen Thinking

Integrated Bartle Types, Self-Determination Theory, and Emotional Targeting to elevate game ideation beyond surface-level concepts.

Cross-Disciplinary Alignment Achieved

Fostered collaborative thinking across UXD and IGD, helping the team co-create grounded project briefs ready for tutor review.

[Key Learnings]

Tailor the Process to the People

Designing workshops that respected both UXD and IGD ways of thinking created more meaningful, inclusive collaboration.

Frameworks Elevate Ideation

Introducing models like Bartle Types gave the team a shared language and helped justify creative decisions with more depth and clarity.

Planning is Design Work

Workshop planning is a UX challenge in itself — understanding user needs (your team), defining goals, prototyping flows, and iterating based on feedback.

[My Process]

1. Identifying the Need for Structured Facilitation
  • Recognised that early discussions were fragmented and feature-led.

  • Proposed a workshop-based approach grounded in the Double Diamond model.

  • Set goals: produce validated briefs, align disciplines, and build tutor-ready outputs.

1. Identifying the Need for Structured Facilitation
  • Recognised that early discussions were fragmented and feature-led.

  • Proposed a workshop-based approach grounded in the Double Diamond model.

  • Set goals: produce validated briefs, align disciplines, and build tutor-ready outputs.

2. Researching UX and IGD Methods
  • Reviewed UXD best practices for ideation and prioritisation.

  • Researched IGD ideation frameworks and player motivation models.

  • Selected relevant tools: Bartle Player Types, Self-Determination Theory, Emotional Targeting.

2. Researching UX and IGD Methods
  • Reviewed UXD best practices for ideation and prioritisation.

  • Researched IGD ideation frameworks and player motivation models.

  • Selected relevant tools: Bartle Player Types, Self-Determination Theory, Emotional Targeting.

3. Designing the Dual Workshop Structures UXD Workshop Flow:
UXD Workshop Flow:
  • Products people love → User groups → Problem brainstorming → Affinity mapping → Prioritisation → Brief creation.

IGD Workshop Flow:
  • Games people love → Player types → Needs/gaps brainstorming → Affinity mapping → Prioritisation → Game brief creation.

Design Thinking & Inclusion:
  • Both workshops were framed around diverging and converging thinking.

  • Used inclusive prompts to ensure all team members could engage, regardless of experience level.

3. Designing the Dual Workshop Structures UXD Workshop Flow:
UXD Workshop Flow:
  • Products people love → User groups → Problem brainstorming → Affinity mapping → Prioritisation → Brief creation.

IGD Workshop Flow:
  • Games people love → Player types → Needs/gaps brainstorming → Affinity mapping → Prioritisation → Game brief creation.

Design Thinking & Inclusion:
  • Both workshops were framed around diverging and converging thinking.

  • Used inclusive prompts to ensure all team members could engage, regardless of experience level.

4. Preparing Team & Resources
  • Created detailed workshop agendas and Miro boards with pre-built templates.

  • Wrote pre-work prompts and communications to build momentum.

  • Coordinated a Skills & Goals Audit to align team capabilities with project ideas.

  • Scheduled a tutor feedback session post-workshops to ensure early iteration.

4. Preparing Team & Resources
  • Created detailed workshop agendas and Miro boards with pre-built templates.

  • Wrote pre-work prompts and communications to build momentum.

  • Coordinated a Skills & Goals Audit to align team capabilities with project ideas.

  • Scheduled a tutor feedback session post-workshops to ensure early iteration.