An edutech solution to scale DEI training

I led a volunteer team of roughly 30+ active members (and a combined art and UX team of 10 members) to develop and ship a free-to-use edutech tool.

15+

Schools and coporates adopted our solution

15+

Schools and coporates adopted our solution

15+

Schools and coporates adopted our solution

20,000+

Playthroughs

20,000+

Playthroughs

20,000+

Playthroughs

Timeline

2021 Q4 - 2023 Q1

What we shipped

A free-to-play web-based mobile browser game.
A web app for educators to conduct classes and facilitate post-game discussions.

My Role

Co-Project Lead and Design Lead.

SKILLS

Design Leadership
UX/UI Design

Context

This project was a tech-for-good initiative by my Co-Project Lead, Gaurav. He wanted to make a product to scale Diversity and Inclusion (D&I) training.

I was brought in to be his design partner to help build a team and make the vision a reality. This case study concentrates on my contributions as a Project and Design Lead.

Team building

Building the Team and Processes

The Challenge

A remote team of volunteers

This project was run by volunteers, including myself.

At the peak, we had a loose team of 100+ volunteers split across 6 teams. Many members would come and go based on their interest and availability.

We needed a way for different team members to report their progress and catch-up with the latest developments.

The SOLUTIOn

A digital hub

Using Notion and Slack, my Co-Project Lead and I set up internal processes such as automated Onboarding and team boards that teams could update asynchronously.

A sample page of the Notion system we built. Each team had their own sections, and onboarding had its own page to ensure new comers could self-serve

A sample page of the Notion system we built. Each team had their own sections, and onboarding had its own page to ensure new comers could self-serve

A sample page of the Notion system we built. Each team had their own sections, and onboarding had its own page to ensure new comers could self-serve

Team building

Strategic team formation to guide product development

My proudest achievement was championing the creation of two specific teams: 'Research and Ethics' (Research and Content), and 'Growth and Impact' (PR and Data).

The fusion between function and higher mission was deliberate: I recognised the value of these teams in driving our product value, and so deliberately formed them, and instituted processes to empower them to carry out their missions.

This decision paid off handsomely as the efforts of these teams kept our product in check, and even helped us through a hostile attempt to shut the project down.

Leading with Design

Leading with Design Methodology

One of the unique skills I bought to the leadership role as a designer was how I handled team disagreements on what should be done.

During such disagreements, I would employ my design training to redirect team members back to our project goals. Does Method A help promote empathy? What about Method B? How do they compare? Can we test this?

Often, these reminders and probing helped team members re-align and agree on how to proceed.

Leading with Design

Leading with prototypes

From aligning the team to a single vision for the initial pitch to win seed funding, to getting the team to commit to a design to move into development, I used prototypes to break indecision and align the team on a single direction.

The first prototype was built to help the team visualise the game and pitch for seed money. It communicates the game idea so clearly, the final gameplay mechanics does not differ largely.

The first prototype was built to help the team visualise the game and pitch for seed money. It communicates the game idea so clearly, the final gameplay mechanics does not differ largely.

The first prototype was built to help the team visualise the game and pitch for seed money. It communicates the game idea so clearly, the final gameplay mechanics does not differ largely.

After winning seed money, the team had to work out game details. I helped conduct mixed in-person and remote brainstorming sessions to iron out the details of the game.

After winning seed money, the team had to work out game details. I helped conduct mixed in-person and remote brainstorming sessions to iron out the details of the game.

After winning seed money, the team had to work out game details. I helped conduct mixed in-person and remote brainstorming sessions to iron out the details of the game.

As we neared production, once again there were various opposing ideas. I led the junior UX to build a playtest prototype. We effectively built the first chapter of the game in Figma. It has 250+ frames.

As we neared production, once again there were various opposing ideas. I led the junior UX to build a playtest prototype. We effectively built the first chapter of the game in Figma. It has 250+ frames.

As we neared production, once again there were various opposing ideas. I led the junior UX to build a playtest prototype. We effectively built the first chapter of the game in Figma. It has 250+ frames.

Lilian, our researcher (now a UX designer at GovTech), conducting playtesting with a participant. I guided junior researchers like her to organise playtesting sessions and report the data to the team.

Lilian, our researcher (now a UX designer at GovTech), conducting playtesting with a participant. I guided junior researchers like her to organise playtesting sessions and report the data to the team.

Lilian, our researcher (now a UX designer at GovTech), conducting playtesting with a participant. I guided junior researchers like her to organise playtesting sessions and report the data to the team.

Managing the Design team

As the team moved into production, I led a team of 10+ voluteer designers to complete the UX and UI, and was responsible for the overall quality

I managed team members by giving team members clear directions and autonomy balanced with regular check-ins/design review and support.

One way I motivated team members was to allow them to pick areas of the product they were interested in, matched to their level of ability.

This did mean I had to pick up whatever ‘undesirable’ parts was left, but I saw it as part of my role as a Lead so that the team as a whole could go further.

The Facilitator Dashboard team was headed by a designer who was himself a teacher. I had design reviews with them fortnightly, and helped them with next steps, stakeholders, and UI.

The Facilitator Dashboard team was headed by a designer who was himself a teacher. I had design reviews with them fortnightly, and helped them with next steps, stakeholders, and UI.

The Facilitator Dashboard team was headed by a designer who was himself a teacher. I had design reviews with them fortnightly, and helped them with next steps, stakeholders, and UI.

I was responsible for the learning and reflection module of the game, and had to get buy-in from other teams. (Zikun, the second caller from the top, is my Chinese name)

I was responsible for the learning and reflection module of the game, and had to get buy-in from other teams. (Zikun, the second caller from the top, is my Chinese name)

I was responsible for the learning and reflection module of the game, and had to get buy-in from other teams. (Zikun, the second caller from the top, is my Chinese name)

Managing the Art team

As Design Lead, I was also responsible for the Art team; I planned the art direction for the game, then recruited, contracted, and managed illustrators.

I created and documented best practice workflows for them so that the illustrators could solely concentrate on doing the work. It was terribly unsexy, but essential for the success of the team.

I documented processes and guidelines on Google Slides so that (1) illustrators could easily access the visual reference they needed, (2) multiple team members could contribute and access the information.

I documented processes and guidelines on Google Slides so that (1) illustrators could easily access the visual reference they needed, (2) multiple team members could contribute and access the information.

I documented processes and guidelines on Google Slides so that (1) illustrators could easily access the visual reference they needed, (2) multiple team members could contribute and access the information.

My role also saw me give directive feedback on how to improve their character design or final sprites. Such feedback was possible because I have a background (and ongoing love affair) with character design and comics.

My role also saw me give directive feedback on how to improve their character design or final sprites. Such feedback was possible because I have a background (and ongoing love affair) with character design and comics.

My role also saw me give directive feedback on how to improve their character design or final sprites. Such feedback was possible because I have a background (and ongoing love affair) with character design and comics.

Art Direction

Identity Design

I worked with the talented May Chiang to create the logo and identity design.

The final identity draws on the history of youth-led civil rights movements, using bold typography and a vibrant colour palette to highlight the themes of youthful optimism and empowerment.

Design leadership

End-to-end design

As Design Lead, I set the creative strategy across the product and delivered across UI, brand, and marketing.

From app visuals to social campaigns, I ensured every asset was high-quality and cohesive, even despite limited budget and dev resourcing.

Impact

We first released with a MVP on July 2021 and finished all 6 planned characters in 2023.

Feedback was overwhelmingly positive, and we received press coverage in multiple meda channels. We were also a nominee for Best Innovation and Best Storytelling at Level Up KL 2022, an indie game award for game developers in Southeast Asia.

20,000+

Playthroughs

20,000+

Playthroughs

20,000+

Playthroughs

1,000+

New players per month

1,000+

New players per month

1,000+

New players per month

10%

Referral rates from current players

10%

Referral rates from current players

10%

Referral rates from current players

15+

Schools and coporates adopted our solution

15+

Schools and coporates adopted our solution

15+

Schools and coporates adopted our solution

But reception and accolades aside, were were also successful in achieving our original project goals,

One of our goals was to bring D&I learning experiences reach a wider audience. By advertising on social media alone and getting referrals, we accumulated 20,000+ players of different age groups.

Their engagement at voluntary end-game sharing were often long, sincere, and meaningful. This showed us the game succeeded in giving players a safe D&I learning experience.

We were also very successful in our goal of making D&I training more widely available to educators. In 2022, we obtained a rare backing from the Ministry of Education that allowed teachers to use our game for teaching in classrooms.

As of the start of 2023, we were adopted by teachers from 10+ schools, and have been voluntarily adopted by 6 organisations for sensitivity training.

From my teammates

"Working with Sebastien as the Design Lead for ToBeYou.sg was wonderful. He was able to zoom out to design innovation and immersive experiences for the players and facilitators, while also zooming in to make sure every single detail and pixel was just right."

Gaurav Keethi

CEO, Better.sg - He was the Co-Project Lead and Dev Lead on this project

"Working with Sebastien as the Design Lead for ToBeYou.sg was wonderful. He was able to zoom out to design innovation and immersive experiences for the players and facilitators, while also zooming in to make sure every single detail and pixel was just right."

Gaurav Keethi

CEO, Better.sg - He was the Co-Project Lead and Dev Lead on this project

"Working with Sebastien as the Design Lead for ToBeYou.sg was wonderful. He was able to zoom out to design innovation and immersive experiences for the players and facilitators, while also zooming in to make sure every single detail and pixel was just right."

Gaurav Keethi

CEO, Better.sg - He was the Co-Project Lead and Dev Lead on this project

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