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Overview


Aimed to target an existing problem in the mobile application market, this design was researched and created within the span of 24 hours.

Role

As one of two designers on this project, my role was to conduct user research and identify traits of our target market. I determined the precise range of ages that our product was intended for through researching current competitors in the market. Furthermore, I created wireframes and contributed to the production of the prototype by implementing principles of visual design and psychology of the target market.

Challenge

Develop a high-fidelity prototype to educate a young demographic between the ages of 12-16 on matters of the human body related to disease and disability. The design will need to be interactive to ensure users are engaged with the topics being discussed.

Problem Definition


There are currently no mobile applications on the market that serve this demographic in terms of interactive education.

<aside> ⚠️ Often, this demographic will have difficulty understanding higher-level academic language, such as those in medical journals or online databases, as it is targeted to an older demographic.

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<aside> ⚠️ There are games that simulate disease outbreaks (Plague Inc, CDC Games), but none that are more informative than entertaining.

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<aside> ⚠️ Medical games for kids are often too childish, being designed for a much younger user-base than 12-16.

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<aside> ⚠️ Social media has propagated a new era of vast misinformation on common diseases and conditions. There lacks a reliable, educational and interactive platform for adolescents to learn about these.

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The Solution