RECENT WORK

with DESIGNATION

CLIENT

TEEN DEVELOPMENT

OPEN ACCESS

Overview

Being involved in a wide range of extracurricular activities is a crucial for adolescents to develop into vibrant adults. However, access to diverse activities is often restricted based on wealth.

MOSAYEC, a non-profit working with adolescents, asked us to break this access gap by creating a platform that allows any middle school student find, manage, attend, and reflect on meaningful extracurricular activities.

Full Brief

ROLE
FORMAT
CLIENT

Understand

We set out to understand the goals, motivations, and barriers for students to engaging in extracurricular activities, the effectiveness of current activities in their personal development, and what role technology plays in their lives.

Research Plan

  • Competitive Analysis

  • Domain Research

  • SME Interviews

  • Participatory Research

  • Co-Creation Workshop

Understanding the Context

After reviewing key articles and papers, we interviewed parents and experts working with teens. We found key trends in extracurricular involvement, social and emotional development, and tech usage.

73%

use cell phones

87%

access laptops

PERMISSION

Parental trust of logistics and organizers key to students’ involvement

ACTIVITY TYPES

  • school based

    1

  • non-profit based

    2

  • business based

    3

INSIGHT

When a student’s contributions are valued by others, they gain the confidence to shape their own lives and the world around them.

Understanding Our Competitors

We also wanted to understand how others were tackling the problem of increasing access to activities and helping students use those activities to grow.

INSIGHT

No comprehensive list of all three activity types

No connection between activity and student development

Understanding Our Users

Lastly, we wanted to understand students’ extracurricular experience more deeply. Interviewing students individually proved difficult, so we ran a series of co-creation workshops to directly observe behavior.

1. Motivation

To understand students’ motivations we asked them to brainstorm ideas for their “dream”  activity that they could invite others to.

INSIGHT #1

Students were able to articulate clear interests, and base creative ideas off of their interests

2. Roadblocks

Parental consent is the biggest roadblock. We had students make an poster with all the information that they would need to get parental approval

INSIGHT #2

Details like cost, duration, location, structure, and sponsors were most important to parents.

3. Experience

We ran interactive ice-breakers, creative brainstorms, and feedback sessions to test if interactivity, creativity, and affirmation were key components of a positive experience.

INSIGHT #3

Students were surprised to be affirmed for their creativity, and recruited more friends to subsequent sessions.

4. Reflection

To see how capable students were in reflecting on their experiences, we set up a questionaire with three levels of difficulty:

Word Selectors

Proud

Frustrated

Bored

Surprised

Guided Questions

The activity was ______________
because ______________

Open-Ended Questions

What did you learn about yourself?
What did you learn about making?

INSIGHT #4

Students struggled most with open-ended questions

Students’ main frame of reference was school experience

Personas

As we reviewed the research, we discovered that the student-parent relationship was integral to student development and involvement. So we modeled both student and parent archetypes.

Student User

Curious Independence Seeker

  • Wants to explore his own interests apart of parents

  • has to ask permission to do anything outside of school

  • pressure from parents to fill schedule with activities

Student User

Directionless & Restless

  • Wants to connect with others like her and escape stress and boredom of home

  • doesn’t have many positive adult role models encouraging her to succeed

  • doesn’t know about nor have money to attend activities that fit her interests

Parent User

Involved Gatekeeper

  • Wants to know and approve every detail of his kids’ schedules

  • kids go to activities other parents recommend or are run by people he trusts

  • Finds coordinating logistics for kids’ activities too time-consuming

Parent User

Overworked & Overwhelmed

  • Wants her kids to be safe to stay on the right track

  • Hard to find ways to keep kids busy while she is at work

  • Can’t pay for activity and transportation costs

Learning About Target Users:

Because Sean, the “Curious Independence Seeker”, is the student type with greater needs, designing an experience for him (and his parent) will also solve most problems the other users have.

Define

We discovered that Middle school aged kids like Sean need a way to find activities that align with their interests and social needs, convince authority figures in their lives to let them participate, and keep a record of positive affirmation of accomplishments.

1. EXPLORATORY

Students should be able to explore their interests on the platform and discover current and new interests.

2. ALL-ENCOMPASSING

The platform needs to provide students from all socioeconomic backgrounds the opportunity to find extracurricular activities.

3. RELATABLE

Visual elements and content should be unambiguous and appealing to the primary users, language should be easily understood.

4. MVP-FOCUSED

Pick elements that are needed to launch most basic proof of concept and V1.

Solve

Passion Manager + Social Scrapbook

We propose creating a platform where students can explore all locally-available activities (built on partnerships with schools, non-profits, and businesses) based on their interests, learn to manage limited resources, and build an ongoing “social scrapbook” to reflect on their experiences and positive feedback.

User Benefits

  • Users can manage their entire experience  from one place

  • Easy to show parents and get approval, make decisions

  • Feels personal because it is tailored to their interest and gives them an unique record

Business Benefits

  • leverages already-existing content to scale quickly

  • all-in-one portal gains broad audience for custom content/offers

  • Increases parental engagement, and therefore revenue opportunities

  • Opens business relationships with schools, non-profits, businesses, and universities

Conceptual Wireframes

Scroll Here

1. Set interests by category and neighborhood

2. See suggested activities based on interests and history

3. Explore activities by category and see activity details

4. Add activity to add to “going” section in Profile

5. Manage and trade items on list of 7 possible upcoming activities

6. Upload photos and write memory on activity “timeline”

7. See feedback and comments from organizers

User Testing

After creating our wireframes, we wanted to see if our concept was something that actually solved students’ problem and how close it was to their mental models. We  tested students using our application and had them brainstorm their own variations.

Refine

Students loved the design. After we iterated on the interface based on our testing, we created a interactive wireframe prototype in Proto.io to deliver to Mosayec.

“I am simply astonished at the work that was possible in three weeks, and the amount of progress this team has made.”

JEROME

Mosayec CEO

Results

We presented our work to the team at Mosayec, and the response was overwhelmingly positive. They decided to extend the contract with DESIGNATION to have a UI team design an interface based on our prototype.

Next Steps

The design is ready to be handed off to the UI team. We focused on an initial iteration of the product, and want to recommend improvemnets to the product as it launches and grows.

1. TESTING

We had validated our concept and tested basic usability. More in-depth usability tests need to occur once the interface is finished

2. LAUNCH LOCALLY

A platform’s success depends on active communal engagement. We suggest initially focusing on one single community’s activities.

3. PARTNER & PARENT PORTALS

We’re focused on launching the student-facing service. As that grows, services need to be designed for partners and parents to manage activities.

4. MONETIZATION

We suggest exploring content-related revenue models like helping local business to offer discounts, and helping local non-profits manage event news.

Next Project