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Design Portfolio

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Design Showcase

Gareth Kingston Design Showcase

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Contents

Contents Contents

02

Introduction

03

01: Safety Heroes

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02: Active Management

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03: Learning Structure

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04: Process Simulation

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05: Onboarding

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06: Customer Touchpoints

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Client List

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Design Philosophies

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Design Inspiration

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Design Methodologies

13 - 16

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Introduction

Introduction

Every interaction, conversation, idea, campaign, pre-sales pitch and concept meeting I have participated in, has revolved around an objective coupled with a design to achieve that goal. Design has been a key component in my collaboration with others and my attempt to add value to people’s lives. My project experience has included the design of: • Outcomes based learning programs and instructional materials • Interactive learning activities and simulations • Visual maps and cards • Methodologies designed to harvest and confirm content through playback techniques

Welcome to a small selection of some of the project work I have designed and developed for some of the clients I have had the privilege to work for and with. I’ve also included some of my core philosophies, inspiration and methodologies instrumental to my design process. Best regards, Gareth Kingston

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Attitude and Behavior Change

Safety Heroes

01 SAFETY

Objective: Client: Edison Jehamo Power

To design and develop a learning solution that educated employees on safe and unsafe working practices and to change the attitude of the operators working in remote areas.

Description

Target Audience Powerline Construction Operators and their Supervisors

Solution Components • Visual Maps • Red and Green stickers

http://www.edisonpower.co.za/edisonjehomo.htm

• To meet the objective of increasing awareness of safety hazards and their consequences, I set about designing a series of visual maps to depict the physical environment of the powerline construction workspaces. • Scenarios and storylines were added. 1. Learners explored the maps to identify their working environment and challenges. 2. They used stickers to identify the positive and negative scenarios and explain the consequences. 3. Learners and supervisors challenged each other to solve various scenarios. 4. The visuals were printed on PVC so the material could be used on site.

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Management Behaviors / Scenario Planning and Solving

Active Management Client:

Objective:

PT Inco (Soroako, Indonesia) through Alexander Proudfoot Consulting

To design and develop a learning tool that enabled supervisors to explore and apply the Active Management Behaviors (The Active Management Behaviors are proprietary to Alexander Proudfoot Consulting).

02 MANAGING

Description Target Audience Supervisors of the PT Inco Nickel Smelter

Solution Components

• The working environment was designed as a backdrop. • Transparent character cards were used to define roles and placement. • Scenario cards were developed to explore negative impact. • Learners solved the scenarios using management behaviors.

• Visual Maps – depicting 5 levels in the Smelter • Cards with characters, scenarios and Active Management Behaviors

http://www.pt-inco.co.id/new/english/index.php

1. Learners used the character cards to explore roles and location. 2. Negative scenarios were then placed randomly into the map to simulate a problem. 3. Learners used a template to solve the problem with behavioral solutions. 4. Learners created scenarios and challenged other groups.

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Big Picture / Overview

Learning Structure Client:

Objective:

Izazi (SAP Partner)

To design a large scale visual map that helps learners orientate themselves during SAP training.

03 JOURNEY

Description

Target Audience SAP trainees

Solution Components • Large visual map • Printed on fabric

https://www.izazi.com

• The visual was developed as an A0 sized fabric map. • The “crop circle” navigation was designed to show the two main categories: Deposits and Loans. • This map was used over a period of 2 weeks during training in Australia.

1. Learners were lectured to in a very technical training session. 2. The map helped to create context and a sense of orientation. 3. Learners requested the visuals to be used on all the training material going forward as it created a strong visual shared understanding.

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Process Concepts / Simulate

Process Simulation

04 CONSULT

Objective: Client: Alexander Proudfoot Consulting

To design a series of tools / activities that would help to educate clients on the importance of process and the positive impact of process adherence (in predominantly production type environments).

Description

Target Audience Alexander Proudfoot Consultants

Solution Components • Visual Maps • Tube Simulation • Board Game • Process Cards

http://www.alexanderproudfoot.com

• The design consisted of a visual process map, generic tea making process cards, a tube and gambling chip simulation, a LEGO simulation and a board game. • This was presented at a conference in Budapest. 1. Learners explored the maps to identify process gains and pains. 2. They used the generic tea making process cards to explore processes from a general human perspective. 3. Groups competed with the board game and tube simulation to highlight the challenges of staggered throughput and process dependencies. 4. The LEGO simulation illustrated the importance of communication and teamwork.

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Induction / Psychological Contracting

05 ONBOARD

Onboarding Client:

Objective:

First National Bank (FNB); Commercial Business Unit

To design and develop a learning program that would allow new employees and graduates to be onboarded faster into the FNB way of work and understand how the business operates.

Description Target Audience New hires and graduates

(This is the HR Director)

Solution Components • Visual Map • Cards • Card Templates

https://www.fnb.co.za/

• The program was designed as an experience, with lots of group interaction and participation. This was in line with the spirit and culture of the business unit. • Learners used visual materials and templates to build their understanding of how the business operates as well as explore the culture and values.

1. Learners used the visual map to explore customers and segments. 2. They then used cards to establish what the functional areas were and where they fitted in. 3. Learners used a template to build a puzzle of the culture, strategy and vision of the business. 4. Finally the learners reflected and tested their knowledge in a game show activity.

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Induction / Client Touchpoint Impact

Client Touchpoints

06 EMPATHY

Objective: Client:

To design a program that enables learners to develop their empathy for their diverse customer base.

Emirates Airlines

Description

Target Audience New hires and graduates

• The visual map created a visual customer touchpoint map. • Learners explored what the various client needs are at various stages of the customer journey. • Photographs were placed on cards and the client needs explored.

Solution Components • Cards with photographs of various customers • Visual Customer Touchpoint map Link to view final visual: http://issuu.com/gk23/doc s/em_map?viewMode=pr esentation

https://www.emirates.com

1. Learners explored the point of view of customers. 2. The map helped to create context and to localize the client’s need at different areas of their journey. 3. The process helped to create a higher level of awareness and empathy with the learner group.

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I’m lucky to have worked for South Africa

South Africa cont.

Banking • African Bank • Standard Bank • First National Bank • ABSA bank Petroleum Industry • Total • BP • Shell Logistics • Klipstone Transport (Concrete and Cement logistics) Vehicle Tracking • Netstar Private Healthcare • Netcare Retail • Bradlows • Virgin Mobile • ABI Equipment Services Division (Cooler equipment for Coca Cola) Insurance • Discovery • Momentum SAP Learning • Izazi

Government • Department of Trade and Industry • Eskom Powerline Construction • Edison Jehamo Power Information Technology • Dimension Data

Client List

International Airlines • Emirates Airlines (Dubai) Mining • PT Inco Nickel Mine (Soroako, Indonesia) • Vale Inco Nickel Mine (Manitoba, Canada) Petroleum • Sonangol (Luanda, Angola) Retail • Supreme (Gaberone, Botswana) Consulting • Alexander Proudfoot (Budapest, Hungary) Interactive game design • Dr. Sivasailam Thiagarajan (Indiana, United States)

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Design Philosophies

Ψ: Psychology has formed a large part of my philosophy of thought. How we think, feel and act are intrinsic aspects of human centered design.

Ecosystems: The natural world is a rich source of design inspiration. Design can occur naturally as the product of interrelated organisms and the environment.

Philosophies

Learning: How we learn, how we adapt and adopt new behaviors is another design philosophy that influences my design choices.

Competition: The need to be better and to improve is a key objective in iterative design.

Collaboration: Design is a multi-disciplinary endeavor. Diverse teams operating in a safe environment lead to innovative design insights.

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Design Inspiration

Nike Technology and desirability.

Jose Ramirez guitars Amazing sound and playability.

IDEO Human centered design.

Apple Usability, touch interfaces.

Issei Yoshino Paper wizardry.

Literature Modernism, Post Modernism, graphic novels.

Inspiration

Hayao Miyazaki Magical worlds realized in animation of all things.

Travel Thailand, Bali, Taiwan, Angola, Dubai, Canada, England, Italy, Botswana, South Africa, Soroako, Singapore, Switzerland, Budapest, Maldives.

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01 Methods: Harvest

Methodology

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02 Methods: Playback

Methodology

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03 Methods: Design

Methodology

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04 Methods: Evolve

Methodology

04

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Turn static files into dynamic content formats.

Create a flipbook
Design Portfolio by Gareth Kingston - Issuu