Orient'Est Métiers

Orient'Est Métiers

Research-driven project exploring how playful design can enhance engagement in digital career guidance tools, developed at KTH in collaboration with Addeo

Research-driven project exploring how playful design can enhance engagement in digital career guidance tools, developed at KTH in collaboration with Addeo

Affiliation KTH Royal Institute of Technology, Addeo SAS
Role UX researcher
Timeline 2022 2023
Focus areas
service design user research interaction design
Orient'Est Métiers main cover image

Career guidance platforms play a crucial role in helping individuals make life-shaping decisions about their paths. However, they typically feel like uninspiring administrative tools. In collaboration with KTH and Addeo, I set out to explore whether playful design could transform serious contexts into engaging and meaningful experiences. Using the experimental PLEX framework, I led the ideation and design of Orient'Est Métiers, a mobile career guidance platform, with the goal of integrating playfulness in a way that would help users explore careers differently, build authentic goals, and stay engaged with their professional development.

Process

I began by analyzing both the existing Orient’Est platform and the broader landscape of career guidance tools. Since the company had already surfaced key needs and pain points for Orient’Est Métiers, I used those insights as well, defining where design could meaningfully shift user behavior.

With this foundation in place, I facilitated three PLEX Scenario workshops with diverse participants. These sessions surfaced user stories from randomly drawn playful experiences, that were mapped to concrete interaction flows. This emotional-to-functional mapping ultimately provided the basis for the design of an interactive prototype that captured the specific experiences we set out to evoke.

Photo of the PLEX Cards used in the workshops
Photo of sticky notes with user stories created during the workshops

1. Discovery & ideation

Working with six participants in pairs across three workshop sessions, I used PLEX Cards—a framework of 22 playful experiences—to co-create user stories based on emotional journeys. Each group imagined a career-guidance scenario using three randomly drawn cards, each representing a different playful experience, and then arranged them into a three-step narrative (beginning, continuation, and end) to shape the story.

Table with user journeys created during the PLEX workshops
User stories produced in the PLEX ideation workshops

2. From stories to structure

I then analyzed the user stories and participant's reflections over a blank canvas, and started exploring how to better adjust these ideas to the context and expectations. This led to the definition of five key user flows, each designed to evoke specific playful experiences identified in the workshops. These flows represented the core actions within the platform, such as creating an account, exploring careers, and setting goals, and established the structural foundation for the product.

Table with the identified user flows and their associated playful experiences
User flows associated to PLEX experiences

3. Building the platform

Starting with Crazy 8's sketches for each flow, I created digital wireframes to test structure and user actions. From there, I developed a visual identity (colors, typography, and logo) aligned with Orient’Est’s brand but also influenced by the project’s playful character. As the prototype evolved, these elements became reusable components forming a lightweight design system. The final interactive prototype included 27 mobile screens with playful elements such as Lottie animations and interactive components, allowing users to be fully immersed during testing sessions on their mobile device.

Visual identity elements for Orient'Est Métiers
Visual identity elements
Design process for a screen, representing Crazy 8's sketches, wireframes, and final design
Crazy 8's sketch, wireframe, and final design for the Home screen

Solution: key features

Feature 1: visual career exploration

Career guidance platforms typically present careers only as endless scrollable lists or search results, overwhelming and disconnected from the relationships between fields. Users needed a way to understand how domains relate to each other while exploring freely.

I designed an interactive visualization where career domains appear as sized bubbles, with larger bubbles representing fields with more demand in the Grand Est. Users can tap domains to reveal related careers, explore parent-child relationships, and understand the career landscape spatially. The interaction feels less like searching a database and more like exploring a landscape, eliciting Discovery and Exploration at every tap.

The career page then provides concise and visual information, with playful animations and interactive graphs showing employment data in the region (Competition) as well as career evolution prospects (Fantasy).

Animation showing the interaction of exploring career domains as bubbles
Animation showing the career page scrolling
Animation showing the career evolution visual interaction

Feature 2: goal setting & journey tracking

Career goals feel abstract and distant, especially for students. The platform needed to help users commit to a goal and support them along the way, visualizing their progress in a motivating way.

I created 'My journey,' a personal space where users collect interesting careers in 'My careers,' then set a goal when ready. The moment of goal-setting triggers a celebratory animation (Thrill), acknowledging the commitment. Then, users are presented with their future prospects (Fantasy) and an evaluation of their skills, as well as extra information. The journey page visualizes progress through skills gained, courses enrolled, and milestones reached. Users can update their goal anytime, maintaining flexibility while building momentum. The design balances structure (Submission to their chosen path) with freedom.

Animation showing the setting of a career goal
Animation showing the objective setting process
Screenshot containing the screen My journey, with progress visualization

Feature 3: regional data visualization

The platform presents Grand Est-specific employment data through visual representations (unemployment rates, contract types, gender distribution), making abstract statistics tangible. Users can compare career paths side-by-side, understanding not just what jobs exist, but the reality of entering those fields in their region (Competition).

Animation showing the interaction of exploring career domains as bubbles
Animation showing the career page scrolling
Animation showing the career evolution visual interaction

Impact & validation

I evaluated the prototype through task-based testing and structured interviews with 10 participants, measuring the elicitation of specific playful experiences using a Likert scale. The results validated that playfulness can succeed in serious contexts.

Key findings

9 out of 10 participants rated the overall experience as playful, with 6 giving the highest rating.
Specific playful experiences were successfully elicited:

  • Exploration and discovery: 100% positive perception. Every participant felt these experiences, particularly during career browsing and goal setting.
  • Thrill: 70% positive. The celebration animations and goal-setting moments successfully created excitement.
  • Competition and Fantasy: mixed but promising. Participants appreciated seeing employment data and visualizing their future, though implementation could be strengthened
Bar chart showing the results of the evaluation of playful experiences
Evaluation results of playful experiences elicited by the prototype

Broader impact

This work demonstrated that playful design frameworks, like PLEX, can be systematically applied to non-playful contexts. It contributes methodology for translating workshop insights into concrete design decisions, addressing a gap in the HCI research on situated play.

Reflections

This project taught me how to bridge research frameworks and practical design, and revealed important insights about designing for emotion.

Key learnings

  • Translation requires interpretation: moving from workshop stories to implemented features required design judgment. Some playful experiences (like Exploration leading to Discovery) naturally reinforce each other, while others (like Cruelty in this context) need careful framing to resonate. I needed to carefully evaluate when and how to introduce them in the user journey.
  • Workshop method flexibility is the key to creativity: adapting the PLEX Scenario method across three different sessions, from canvas, post-its and markers to remote collaboration, revealed that process flexibility matters. When participants could write individually before sharing, ideas were more diverse. This taught me that workshop facilitation is also about creating the right conditions for thinking, not just rigidly following a plan.
  • Context shapes perception more than intent: some experiences I designed for weren't strongly perceived (Competition, Submission), while others emerged unexpectedly. Besides the nature of each experience, this gap between designer intent and user perception taught me that context heavily influences which playful experiences resonate. For us designers, this means validating assumptions early and often.

Looking forward

Given more time, I'd iterate on the underperforming experiences, test with a broader demographic sample, and develop design patterns for translating specific PLEX experiences into UI elements.

Next on

Next on

Eurotransit

Design and development of an interactive web app visualizing EU cross-border passenger flows by air and rail from 2004 to 2020