Robin Newman
Robin Newman
CEO
3
Location
Toronto, Ontario, Canada
Bio

Robin is the CEO of Studio Jayne, a design studio to advance the rights of women and girls. She has over ten years of experience in qualitative research, interaction design, and product management. Prior to starting her company, she led user research at the New York Times and worked at Huge with clients such as the ACLU, UPS, Google, Kia, and Centers for Medicare & Medicaid Services.

In partnership with Victim Services, they built a digital game called Likely Story to prevent sex trafficking. It has earned a 2021 Webby Honoree Award for Best Social Impact Games and two Silver Anthem Awards in Human and Civil Rights. The game has shown promising results that teens take better control of their relationships by shaping their critical thinking, addressing intentions, and understanding consent all through game play.

Born in Toronto, Canada but comfortable living everywhere, Robin loves to travel and gets her best ideas while out in nature and connecting with others.

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Data analysis Communications Digital marketing Product or service launch Fundraising

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Recent projects

Studio Jayne
Studio Jayne
Toronto, Ontario, Canada

Data Storytelling and Analysis

We’d like students to help analyze our current game datasets to draw helpful insights, while also making recommendations for strategic ways data could further improve and measure our impact. From this analysis, we hope to not only improve our processes and understanding but also gain insights that will enhance our strategy. These insights will be directly related to business outcomes (to reach more teens and educators) but should help us better showcase our impact to Inform our secondary audience made up of non profits, government and corporate stakeholders on the impact of our game and its strategy. It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.

Matches 2
Category Data visualization + 3
Closed
Studio Jayne
Studio Jayne
Toronto, Ontario, Canada

Personalization I Likely Story Game Design

In collaboration with a non-profit organization Victim Services, we educate teens ages 13 -24 years on prevention of sex trafficking using a game called Likely Story. We must reach teens who are most at risk and all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. We’d like students to help analyze our game, its datasets and find ways to better draw helpful insights. How might we leverage algorithms to personalize the game so that we can reach more teens and measure our impact? It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention. Personalization may include for example, serving up tailored content (i.e by age, demographic, etc) or surfacing 'smarter' resources.

Matches 1
Category Software development + 4
Closed
Studio Jayne
Studio Jayne
Toronto, Ontario, Canada

Social Impact Game Data Analysis

We’d like students to help analyze our current game datasets to draw helpful insights, while also making recommendations for strategic ways data could further improve and measure our impact. From this analysis, we hope to not only improve our processes and understanding but also gain insights that will enhance our strategy. These insights will be directly related to business outcomes and help us better showcase and communicate our prevention impact to Inform our secondary audience made up of non profits, government and corporate stakeholders on the impact of our game and its strategy. It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.

Matches 1
Category Data visualization + 3
Closed
Studio Jayne
Studio Jayne
Toronto, Ontario, Canada

Likely Story Game HR organization

In collaboration with a non-profit organization Victim Services, our company created a product to educate teens ages 13 -24 years on prevention of sex trafficking. We’d like students to help analyze our current processes and develop core job descriptions, hiring and exit strategies and recommendations for strategic ways for growth for our product to thrive in 2023 and beyond. We hope to not only improve our processes and understanding but also gain insights that will enhance our HR strategy and company and product growth to best achieve our impact. These insights will be directly related to business outcomes and help us better recruit the right candidates for hire in 2023.

Matches 1
Category Training & development + 4
Closed