
To Be You Facilitator Dashboard
Project in progress as part of a volunteer design team of two.
To Be You is an award-winning interactive Singaporean fiction game, that aims to increase empathy among people from different racial backgrounds through role playing.
The facilitator dashboard was created to allow playing in a facilitated group, to enable adoption by schools for classroom lessons and organisations for diversity training.

Through talking to potential users and through research and discussion on lesson planning, the user flow was hypothesised and then tested and refined. The user flow was divide into phases: Pre-game, onboarding, game play and lesson, for both the facilitator and the player, to provide a clear direction on the functions that the dashboard would require.

To Be You was gaining traction among public players but there is definitely untapped potential in reaching out to the younger audience. A pastoral care lesson is the ideal platform to facilitate a discussion session on multiracialism, using the game as a starting point.

As the facilitator dashboard was an additional product that is used in conjunction with the existing game, there was a need to make use of the current user experience of the players while adding on some features from the player end, like adding players to a classroom during the onboarding process.

The post lesson facilitation is where the dashboard will be used and there was a need to understand from the teachers’ perspective on how a typical lesson would be conducted and relating it to the possibilities that the game can provide.

A prototype was then made in Figma based on the user flow and then tested remotely with potential users of the dashboard to test the usability and functionality of the dashboard.

The facilitator dashboard is designed to be used on a desktop as the facilitation sessions are usually done in a classroom setting, and linked to a projector screen.
The product is still under development, and is at the final user testing stage.

The game itself is still developing, with more characters and chapters being added with time. Therefore, there is a need for the dashboard to be accommodating and to be designed for scale.
Even though the facilitator sessions are usually conducted in schools currently, there is also a use case in HR trainings, which requires the flexibility in the terms used, like organisations instead of schools and facilitators instead of teachers.

Understanding the workflow of the users plays an important part here when considering the function of the notification to both the players and the cofacilitator. There is flexibility here in either of the co-facilitators being able to set up the class, or getting a subject coordinator that can set this up for the different classes.

As a dashboard, the meaningful details have to be available easily, yet not be overwhelming to the point of information overload. The design was derived after going through the user testing sessions and through internal discussions with the development team on the possibilities.

Through the user interviewers, we discover that our initial perception of the user scenario of the dashboard and the game was different from the preferred use scenario.
Therefore, rather than focusing on the mechanics of the game and the choices the player makes, the facilitator dashboard was designed to bring more attention to the reflections made by the players and how they can be used to facilitate a meaningful discussion in the classroom.

The game choices are often used as a starting point to get into the different topics that were brought up in the game, as there is an element of fun, through comparing with the class the selections that were made.
These screens were also designed to be a full screen display, with interesting visual elements, as they would likely be projected on the screen over an extended period of time.

The facilitator would be able to sieve through the reflections and pinned those that are more discussion-worthy. In order to do that, facilitator is also able to sort the reflections by length, as generally, the longer comments would have more discussion points and more supporting details that can add to the discussion.

The facilitator would be able to click on the specific reflection to highlight it to the class. Navigation arrows are also designed to allow the facilitator to go to the next pinned reflection easily.