sarah malott
fieldtrip
Building Teams
      Building Connections
Interactive team-building experiences that are fun, effective,
and rooted in science.

Designed with neuroscientists to promote connection, collaboration, and communication
Opportunity
Solution
Role

Initial Research

Problem Area
60% of Americans currently struggle with loneliness
Young adults reported twice as many compared to middle-aged adults
A major barrier in finding solution is the stigma around admitting you're lonely
Stress from chronic loneliness is one of the most deadly kinds
People with strong social connections were 50% less likely to die in a given period of time
Social isolation impacts lifespan more than smoking and obesity
Academic Review
Dunbar's 7 Pillars of Friendship
1. Growing up in the same place
2. Speaking the same language
3. Having the same education
4. Enjoying the same hobbies
5. Sharing the same moral or political POV
6. Sharing the same sense of humor
7. Sharing the same musical taste

The people you are friends with likely have three of the seven things on this list in common with you.

Types of Loneliness
  • Intimate Loneliness:
    Feeling like you lack a close confidant

  • Relational Loneliness:
    Missing people to do things with like go to a baseball game or see a movie

  • Collective Loneliness:
    When we lack the sense of identity that comes from being part of a community
All three types of connections need to be met for an individual to not feel lonely

Overt Avoidance
Physically avoiding an anxiety-inducing situation entirely
vs.
Covert Avoidance
Being physically present, but not fully engaged in the situation
Interviews
Expert Interviews
"At the brain level, the distinction between close friends and acquaintences hasn't been made yet. You get the same benefit from talking to a cashier or barista as you would talking to a close friend."
- Professor Michael Platt
Experience Interviews
"I love my best friends but we all live in different cities. I don't know many people here."
"Talking to people at the dog park is so easy because everyone likes talking about their dog."
"When people invite me to things, I don't know if they're being genuine or just polite."
"Since the pandemic, I don't know how to talk to people who don't already know everything about me."

Insights

You can have friends and still be lonely
People have an easier time connecting over something other than themselves
People who feel the most lonely tend to display behaviors that repel connection
How might we...?
  • Make it easier for people to approach strangers in public for quick encounters?
  • Prevent covert avoidance behaviors in people who are lonely?
  • Create environments that alleviate social anxiety?

Design Criteria

Focus on building community connnections and addressing collective loneliness
Emphasize in-person connection over solely virtual interactions
Mitigate the covert avoidance behaviors that result from anxiety-causing situations

Early Ideation

Our team new early on that we wanted to incorporate some form of physical design into our product, potentially alongside whatever digital solutions came up.We felt that, given our focus on in-person connection, it made sense that whatever our answer was should have an in-person componant too.
Initial Concept
booza: A digital pet that encourages you to make connections with the community around you

Boozas are digital pets that encourage place-based community interaction and play. By acting on behalf of these little beings; users combat unconscious antisocial behaviors, deepen connectedness with those around them, and alleviate loneliness in the process.

You'll interact with your Booza and care for it on the physical device. To keep it healthy, you'll need to take it into the real world with you. As you walk past other Booza owners in your neighborhood, your Booza might ask to greet their Boozas and maybe even play! You'll earn points this way. The more you interact with Booza players in your community, the more you'll level up in the game.


Core Technical Features

Physical Device
Animated pet lives in the device
Nostalgic Tamagotchi-like aesthetic
Interactive game haptics
Game play primarily happens on this device
Phone Application
Keeps track of who you've met and progress over time
Account
set-up, customization, and customer support
In-depth details about your activites and score
AR capabilities allow you to see your Booza interact in the real world

Prototyping

Assumptions to Test

Once we had developed our initial prototype conccepts, we wanted to test the core assumptions that the product relied on before devloping it any further. To do this, we organized an event to simulate the experience our product provided.

We developed and planned the activities and detials of our event to test five key assumptions:

Physical devices feel more novel than phone notifications
People will respond to a cue telling them to interact
Participants will enjoy the experience
Individuals will leave feeling more connected
Users will feel emotionally invested in their digital pet
Overview of Event

To test the concept, our team hosted an event with just over thirty attendees who were unaware of what we were planning. We prepared twelve different activities that belonged to one of four categories: physical movement, goal-oriented task, personal truths, or cognitive puzzle.

All attendees were instructed to mingle in the space until they were matched with a partner, who was another attendee they did not know. Once they found their partner, they were given one of the twelve activities to complete.

During the activities, we tested our digital pet concept by splitting the time in half. For the first half hour, all attendees were given a small stuffed animal with a key finder attached to it. To pair each couple, we, as facilitators, would buzz two pre-planned buzzers at once, and then have the two individuals find each other. For the second half, we texted the participants phones instead of using seperate buzzers.

The event was comprised of one hour of scheduled activity time, followed by a half hour debrief session, where we asked for the particpants input on our concept

We asked them their overall thoughts on the experience, and then asked them increasingly specific questions about what did and didn't work in their opinion. We also wanted to find out if they would participate in something like this if it was based on more casual interactions instead of an organized event.
Testing Results

Following the event, we also sent our participants a survey where we asked questions about demographics, which activities were their favorite, as well as an opportunity for open-ended feedback. We received some very informative responses:

82% reported that meeting new people and making connections was important or extremely important to them
77% of attendees came with friends, and only 12% of those participants said they would have attended alone
88% of participants preferred the stuffed animal alerts over the phone notifications
48% of participants exchanged contact information completely unprompted
82% of attendees said they would be likely to play a game that incorporates real-world social events and meetups
100% of respondants said they would be interested in participating in a similar experience in the future

Ideation

Based on the insights gained during the event, we decided to focus on events centered around existing institutional support, we started to think about what the new version of booza might look like.

Trivia Nights at bars
Orientation on college campuses
Remote & hybrid workers
Weddings and other social gatherings
Remote & hybrid workers
Decided to focus on remote work. Wanted to make the limited in person time more valuable. Looking at company retreats because it is a booming industry.
How might we help remote workers more effectively and enjoyably connect with their teammates at company retreats?

Prototyping

Key Design Criteria
Cooperation based games that promote eye contact
Incorporate movement to engage mirror neurons
Activities need to be fun and not feel like a chore
Utilizes in person opportunity, can not be done remotely
Needs to increase feelings of connectedness among team
Concept Sketch
  • Device seperates into two parts
  • Piece with light clips onto hat
  • Other piece becomes remote control
  • Activity prompts are displayed on screen
  • Status bar on side shows group progress
Feedback

After receiving feeback on our new concept, we decided to simplify the physical device by creating a remote that would instead interface with an application users would download onto their phones. This brought the device cost down significantly, in addition to increasing the capabilities that we could bring into our activities.

Sketch Models

Final Concept

fieldtrip
Prior to the start of the retreat, we have planning, consultation, and shipping.

Once the team arrives at the retreat, they will complete the 90 minute Fieldtrip activity, receive their post-activity analysis, and complete an hour long team debrief.
Fieldtrip has decided to partner with a company called Boompop, which works like Airbnb for retreat planning.

Company executives who are planning their next retreat use Boompop to organize the experince. When planning their team's retreat itinerary, they have the option to add FieldTrip to the schedule.
Prior to the retreat, this executive then jumps on a call with our Fieldtrip Account Manager so we can better understand the company's needs, pick the best fieldtrip experience for each team, and walk them through how to use our product.

When the team arrives for the reatreat, our resealable, easy to return FieldTrip box will be waiting for them with the hotel concierge.
After downloading the FieldTrip App, players connect their phone to the remote via Bluetooth by scanning the QR code on the device.
Once connected, they enter the room code for their event, and are ready to begin
Once the facilitator starts the game, a ten minute timer will start, and everyone's screens will display an image. Players must find the other person with a matching screen. After finding their partner, they start the first game.
Every game focuses on specific actions and behaviors that utilize a variety of research-based methods to improve different collaborative skills.

Each of the skills targeted translates directly to vital skills in the workplace, such as increased confidence delegating tasks, or more comfort giving and receiving constructive feedback.
Bubble Burster
Players use physical mirroring to guide their partner to find the targets.
πŸ“ When we move together, our heart rates sync up, we feel more in tune, and we pay closer attention to each other.
Mondrian's Revenge
Players must rotate and rearrange tiles on one screen to match the tiles on their partner's screen.
πŸ“ This activity focuses on eye contact and pattern recognition.
πŸ“ Eye contact makes people more socially attuned and empathetic
πŸ“ Pattern recognition is beneficial for creativity.
Van Go Go Go
One player describes the an image displayed on one screen to their partner, who must then draw it.
πŸ“ Focus on storytelling, verbal communication, and linear process flow.
πŸ“ Practicing good storytelling improves our ability to convey information effectively, remember it better, and build trust.
Within in each 10 minute game, there are several short rounds, and players will take turns practicing the skills used in both roles.

You will go through several rounds with your partner, until the 10 minute timer runs out. At this point, a new matching screen will appear, and everyone will need to find their new partner, and start a new game.
At the end of the game, a report will be generated highlighting the team's collective strengths and weakness.

You'll see where your group showed strong skills, as well as what areas had room for improvement, along with recommendations of science-backed methods for improving those skills.

The experience will cap off with a 45 minute team debrief, lead by someone on your internal team using our free facilitation guide.

We know that this reflection is a critical way to cement learnings from the game play. You'll ask questions about where they struggled to communicate effectively, and what they felt went well, as well as how they improved over time. They'll end with a moment of gratitude.

If clients would rather have a personalized debrief, they can add-on a coaching session with one of our Workplace Team Coaches.

Business Models & Next Steps
  • Our beachhead market is work retreats, which currently makes up one third of the extensive US corporate travel and event market, which is projected to grow to over $500 billion by 2033.
  • We will begin by targeting companies with a remote or hybrid workforce who already pay for retreats.
  • This gives us an obtainable market size of $60 million annually in the US.
Over the next few years we expect to:
  • 2023: Launch with BoomPop
  • 2024: Hire more scientists and game designers for our core team
  • 2025: Expand beyond Boompop partnership through strategic marketing on LinkedIn and at conferences
  • 2026: Launch new game modes to target different skills.
Acknowledgements
Special thanks to the following groups for their generous support and funding of :
Sources