Immersing into the everyday life of a target group
In the course "Service Design Basics," I worked with Paul Schwarz and Frank Stryj on the topic of digital violence against children and adolescents and their relationship with their parents. The focus of the course was to go through an extensive research process and gain a deep understanding of the target group and their everyday life. Together, we developed an app that allows children to independently inform themselves about various issues and problems on the internet, helping them navigate the digital space more thoughtfully and securely.
Team size
3
Project type
Service Design
My focus
Research Lead, Concept, Screen Design
Time period
October 2021 – March 2022
Why?
Learning = Can't be bothered?
We started with a survey about internet usage, its dangers, perceptions, and touchpoints, and how children deal with them. We wanted to compare the children's responses with the concerns and measures of the parents and then conducted individual interviews with child-parent pairs.
To dive into the everyday challenges, goals, and needs of our target group, we developed Cultural Probes. The packages we sent accompanied the children for three days, allowing us to document and reflect on their daily lives through various tasks. The challenge was to equip the probes with the right balance of humor and seriousness. The top priority was overcoming the "Can't be bothered" hurdle.
Excerpts from the survey
Do you post things on social media? If yes, what do you post?
Have you ever received links via DM, SMS, or email that seemed suspicious to you?
How much would you consider the following aspects as dangers on the internet? (Influencers, strangers...)
Excerpts from the Cultural Probes
With the insights and information from the Cultural Probes, we then conducted a workshop with the children. The goal was to collaboratively find possible solutions to the problems identified earlier. We primarily used the Design Thinking method "How Might We Questions."
Excerpts from the Workshop
How?
With Grasp-It
Based on the insights and the research on the target group, the concept for "Grasp-It" was developed. The app allows both children and parents to inform themselves about important topics and issues related to social media and the internet. Through gamification, as well as the ability to exchange and compare with friends and parents, the learning process, often negatively connoted through school, is meant to become a motivating goal.

However, the course focused so heavily on the research aspect that the final design could only be briefly visualized.
Disclaimer:
This is a very early university project, with the focus to go through the whole process rather than to end up with a perfect screen design. Please observe with that in mind.

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