Buddy

A Mobile app empowering youth navigating the foster care system to know their rights.

/ PROJECT DETAILS

Sole UX Designer

Led the app design from conception to delivery, including research, ideation, user testing, prototyping, & UI design.

SHINE AIGA Mentorship Program

Feb-May 2021 & Jan-Jun 2023
Personal Passion Project

/ PROBLEM

Youth navigating the US foster care system are an at risk group suffering from severe trauma, depression, and loneliness.

  • There are over 470,000 youth currently in the US foster care system with an average of 250,000 kids entering the system a year.

  • The onset of the COVID-19 pandemic heightened already stressful and confusing circumstances that youth regularly face in foster homes by cutting off access to vital support systems and exacerbating already existing issues at their placement homes.

/ GOAL

Empower kids in foster care to understand and exercise their rights by giving them the information, tools, and assistance necessary to navigate their new situation confidently and safely.


/ PRODUCT SOLUTION

A mobile app that helps kids in foster care understand and exercise their rights, connects them to local resources, and cultivates a stable community.

Prototype exploring the educational feature explaining foster care rights.

01 /

Learning Made Easy

  • Breaks down complex information into engaging age appropriate content.

  • Gamifies learning to capture their attention and peak their interests.

  • Simplifies search process by curating & suggesting content that fits their individual needs.

Prototype exploring the resource feature to find local doctors.
  • Connects the child to key support systems depending on their individual needs, circumstances, and location.

  • Provides direct access to professionals who are ready to help the foster kids with their different needs.

  • Clear, descriptive age appropriate categories, filters, and tags to simplify the search process.

Access to Local Resources

02 /

Prototype of community page feature.

03 /

Connection to Stable Community

  • Creates a safe space for youth to share their experiences with peers navigating similar situations.

  • Encourages stable & reliable support systems for youth.

  • Cultivates friendly atmosphere through animal cartoon character guides and uplifting story recommendations.

Design Process

/OVERVIEW
  • White Paper Research

  • Interviews

  • Personas

  • Empathy Maps

  • User Journeys

  • Competitive Audit

  • Crazy Eights Brainstorming

  • Paper Wireframes

  • Digital Wireframes

  • Rapid User Testing

Empathize

  • User Testing

  • A/B Testing

  • User Reflection Survey

  • Case Study Learnings

Define

Ideate

Prototype

  • User Stories

  • Problem Statement

  • User Flow Studies

  • Site Map Exploration

  • Information Architecture

  • Low Fidelity Prototypes

  • User Testing

  • High Fidelity Prototypes

  • Ui Design

Test


/ WHITE PAPER RESEARCH & INTERVIEWS

Researched first person accounts from target user groups including young adults who have been in the foster care system, kids currently in a foster home, articles written by childcare experts, and reports documenting the US foster care system.

“Of the 470,000 youth currently in the US foster care system...90% of the children will experience severe trauma...with 25% attempting suicide.”

They may not even know what their rights are as a child or how to advocate for themselves.”

“A lot of the times when youth are in foster care, [they] blame themselves for the problem…and when no one comes and actually talks to [them] about it, [they] continue to have that self-blame.”

It is important for young people to find community and have adults that support them in their self-exploration of their identity.”

*Stats from childwelfare.gov & forothers.com

*Quotes from Revanfoundation.org, foster.wachildrenandfamilies.org , & fosterclub.com

/ AFFINITY DIAGRAMS & THEMES

Organizing & Analyzing the Data

Key Insights from Research

An overwhelming majority of youth in the foster care system need:

01.

02.

03.

04

Access to immediate help & longterm aid.

To be heard & able to express themselves in safe spaces.

A welcoming community & stable relationships.

To learn what rights they have & how to use them.

/ EMPATHY MAPS, PERSONAS & USER JOURNEYS
  • Aggregated empathy map created to better understand the users’ attitudes & behaviors.

  • Created personas created from the discovered characteristics of key user groups.

  • User journey maps developed for the personas highlighted opportunities for improvement by following the user’s happy path, highlighting edge cases, and exploring accessibility considerations.

Understanding the Users & Identifying Pain Points


/ PRODUCT SOLUTION IDEATION

Explored multiple product solutions to discover the best platform to solve user needs:

Video game for ipad

Wearable for easy emergency contact

App for mobile phone

Interactive board game

Audio head set for storytelling learning format

Flash card set with playful illustration to teach rights

  • After research, found that 42% of kids have phones by age 10, 72% by age 12, and 91% by age 14

  • The average amount of time spent on smart phones by US children ages 8-18 is roughly 2-3 hours daily

Identified that a mobile app would be the the most effective way to reach the target users.

*Stats from childmind.org & npr.org


/ COMPETITIVE AUDIT
  • Completing a competitive audit highlighted a serious gap in the market for tools specifically designed for youth navigating the foster care system.

  • The majority of resources focus on helping the parents of foster youth or fundraising.

  • Lawfully app is a great reference for breaking down complex information for people navigating uncertain futures.

There is a significant lack of products focused on educating, guiding, or helping youth navigate the complexities of foster care.


/ INFORMATION ARCHITECTURE & SITE MAP

Developing the Structure & Flow of the App

User flows built from user stories informed decision making to create a logical structure.

User Flow

/ WIREFRAMES

Rapidly Ideating Initial Design Solutions

Pages of hand drawn paper wireframes exploring initial ideas.

Paper Wireframes

Digital Wireframes

Light Purple Background
/ USABILITY TESTS WITH LO-FI PROTOTYPE

Early testing with 5 participants through moderated usability studies provided quick and essential feedback early on in ideation process.

Low fidelity prototype built in Figma with screen connections shown

Key updates informed by observations from user testing:

Before and after screens highlighting areas on the screen where the updates were applied.

Prioritized Rights &Resources

  1. Emphasized the importance of Rights & Resources through the toggle button clearly centered on the top of the home screen.


  2. Added recommended rights geared towards each kid’s personal needs & interests.


  3. Modified the bottom nav bar to reflect the key features important to the kids needs. Moved the search bar to the top right to be consistent with other screens in user flows.

Before and after screens highlighting areas on the screen where the updates were applied.

Simplified Categories & Grouping

  1. Prioritized finding rights & resources by moving it to the home page.


  2. Gamified the rights and resource categories to make it more engaging and memorable for kids.


  3. Broke out key categories kids might find useful, but also provided an option to view everything at once.

Emphasized Community

  1. Adjusted the layout to start with a welcoming graphic with Buddy the character guide hugging his friends as a sign of group support.

  2. Moved the share your story action to the top right to separate it from specific discussion threads.

  3. Provided recommend stories to catch the users interest and encourage them through relatable content.

Buddy

The Hippo Character Guide

Developed a friendly character guide to create an approachable yet strong figure who could provide consistent support.

/ USER INTERFACE DESIGN

Color Palette

secondary

primary

components

/ HIGH FIDELITY PROTOTYPE
Hi-Fi prototype highlighting key features.
Light Purple Background
/ EVALUATING DESIGN SOLUTION

Moderated usability study using high-fidelity prototype with 5 participants

Post usability test questioner to collect user input

100% of participants felt that this app would have significant positive impacts aiding and supporting youth in foster care.

User Testing Final App

“Clean, straight forward, and easy to find important features.”

User Testing

“Neutral and calming while also fun and playful. Information is approachable and not intimidating which is very reassuring to me.”

/ REFLECTIONS & LESSONS LEARNED

Continue asking “why” to push past initial assumptions and discover core user needs.

  • Initial research highlighted the need for kids to know their rights. I continued to ask “why” they needed this which allowed me to better empathize with the kids in foster care.

  • Asking “why” multiple times even when I thought I had found the user pain point pushed me to dig deeper which eventually highlighted deeper underlying needs such needing to feel in control of their own futures and empowerment to ask for what they need.

Reframing the problem statement helped me to think about new solutions instead of reworking existing products.

  • For example, instead of looking at how social workers can ensure that foster kids are receiving their basic needs, I asked how can this product help foster kids learn their rights and advocate for themselves.

Maximize effectiveness by prioritizing only key functions on the home screen.

  • The first design iterations overwhelmed and confused users with too many different features and functions available on the home screen. I refined the designs to only include features solving for core user needs.


/ NEXT STEPS

Turn assumptions into tested data

  • Expand my user study groups to include first person accounts from children in the foster care system.

Refine the tone & voice

  • Develop UX writing that is age appropriate to the target audience of young adults and kids. This will further improve their engagement and comprehension.

Consider offline experience

  • Anticipate the likely reality that many if not most children who use this app will have unreliable wifi and limited data plans.

Thank you!

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