This enabled us to create our guiding design path through what Lola Bates-Campbell describes as the MUSE. An outlier persona to direct and answer the usual nuances behind designing, in this case, our mobile application tool to aid Mae Cherson in her creative block. We determined her goals and thus her underlying motivations, what she usually does –activities– during her creative environment and how she goes around between small and greater creative blocks in her working space. We also describe her attitudes towards this blocking scenario and how her feelings entangle whenever seeking for inspiration. There were some other traits determined as well that can be reach in more detail through this link. Overall we crafted this Muse as a reference point for creating an inspirational experience for the selected archetypes –The Clumsy Reliever and The Medley Maker–.
Parallel to the archetypes mapping, we began thinking how to engage our audience –Artists, Designers, Writers, Thinkers, Makers, Tinkerers, all poiesis casters–. Soon we realize the opportunity of captivating our audience through a game-like interaction. A gameplay that requires simple gestures and encourages discoverability. Some of the games we took as reference are Candy Crush and 2 Dots. Two simple games that have out-stand for their heavily and widespread engagement.
By having research cues and possible game-like affordances in mind there's proliferous space to weave tentative design solutions. Hence we made a couple whiles to sketch layouts, concepts, poetic interactions and nonsense infractions.