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Wave --
Creating a mobile app that connects and empowers youth changemakers in collaboration with the YMCA
Role
User Research
Concept Development
Mobile UI Design
Brand Design
Methods
Interviews
User Personas
Comparative Analysis
Wireframing
Concept Testing
Timeline
5 months
Team
Spoorthi Cherivala
Chelsea Tang
Minsung Kang
Allison Zhang
Sharon Xue
Problem ❓
How can we transform youth interested in creating impact in our community into confident and community-centered changemakers?
Youth (middle and high school students) often want to create an impact on their community but find it difficult to do so. They struggle to connect with other youth, lose motivation to create change in their community, or don't feel confident that what they're doing has an impact. During the COVID-19 pandemic in particular, participation in community-centric programs hosted by the YMCA was really low.
Solution 💡
A mobile app platform that connects youth and empowers them to create change in their communities
Facilitates connections between youth, their peers, and local organizations
Helping youth launch or join projects they're interested in with easier access to mentorship and programs
Showing youth the tangible impact they have on their community to build their confidence
My contribution 🧩
A team player with design ownership over branding and the networking and project pages
I worked collaboratively with my team on the research and concept development stages (i.e. leading a section of each interview, writing sections of the insight report, sketching out and talking through ideas on a chalkboard together). At the wireframing stage onwards, I took ownership over the networking and project pages, providing feedback to other pages in team critique sessions. I also took the lead on branding by designing the logo.
Research 🧐
Understanding the problem and our users
Scoping the problem into something tackle-able
Transforming youth into more confident and community-centered changemakers is a massive feat—through desk research (articles and internet sources) we acquainted ourselves with the problem space to break down the problem into something more tackle-able. Personally, I define a problem as "small enough" when I find it easy to brainstorm comprehensive solutions.
We used this breakdown to narrow down questions to focus on in future research:
• How can we make students feel like it's their program, give them initiative and a sense of ownership?
• How can we connect peers with similar interests?
• How can we connect the interests of youth to tangible community programs/organizations?
• How can we increase access to transportation/resources for youth to continue participating in programs?
Struggling to access our youth users and pivoting to interview the adults who know them best
We wanted to hear from those involved, but connecting with youth involved in changemaking programs such as those hosted by the YMCA proved to be difficult due to waivers, parental consent, and struggles with recruitment. We problem-solved by shifting our focus to the next-best group: the adults who interact with the youth in the environment in which youth are thinking about creating change. We chose these mentors because they were were likely to have insight into the students' thoughts.

We interviewed staff at 6 YMCA locations (to get a more inclusive sample from a variety of demographics) throughout the US who engage in youth programming.
Some example questions from the interview include:
• What are the primary goals of people who go to the YMCA?
• What areas do students tend to gravitate towards?
• Are there any reasons you’ve identified for why students may discontinue participating in programs?
🤔
reflection 1/3
Talking to users: recruit early and anyone is better than no one
While we did talked to adults who interact with the students, I think it's really important to directly hear from the students themselves—there's nuances only they would know. In the future, I could be more creative about how I access a similar demographic (i.e. social media, Reddit threads, short surveys) rather than limiting myself to formal interviews. During our testing phase (spoiler!), we started recruiting earlier, and we were able to talk to youth directly. While pulling real users into the loop is a must during any project, the earlier the better.
Key insights
1
Youth want to work with other youth on topics of their choice, but programs on topics of their choice are sometimes not easily accessible.
2
Youth want and benefit from a lack of adult intervention.
3
Seeing the impact of their efforts and being provided with positive feedback encourages continued participation among youth.
CONCEPT DEVELOPMENT ✍️
Putting the pieces together
User personas to visualize differences (specifically in motivations) in our users
We modeled our research into personas to consider the goals and motivations of different types of users so that our ideation could be guided by these themes. Visualizing our qualitative data as real people also helped us understand the nuances of a potential user's circumstances.
🤔
My purpose with the user personas wasn't clear enough—being more intentional with how I planned to use them could've better informed my designs. Read my short reflection on personas to see what I learned.
Go to Note
Reframing the problem into clear and specific design goals
The problem statement was still pretty broad at this point, so we used our analysis of our research and modeling of our findings to rewrite our problem into three new how-can-we statements to guide our ideation and design process.
1
How can we help youth connect with peers with similar interests in an accessible way?
2
How can we help youth develop their program with minimal adult intervention and make them feel a sense of ownership in their program?
3
How can we keep youth informed about the impact of their work and provide positive feedback?
Ideating many possible solutions
In order to not limit ourselves, we began by brainstorming a variety of possible solutions that can address our design goals. Here are some we came up with:
Profile matching app
Connecting youth with specific interests and various organizations
One-day program or summer camp
Implemented to connect youth to non-profits & community organizations present
Podcasts
Appeal to students on different topics and can include a network where students meet others with similar interests
Digital feedback
Allows youth to reflect on what they liked, if they want to continue the project, and how they felt working with their peers
Newsletters
Educates youth on community/social issues to encourage them to become changemakers
Moving forward: why a mobile app?
We decided to create a mobile app because the target audience, youth, use their phones a lot. A digital platform can mitigate potential COVID-19 threats, which was often brought up in interviews as having a major impact on participation in programs, making the solution more accessible to interested youth. A digital platform can also accommodate a combination of our ideated solutions (profile matching. digital feedback, and newsletters).
Comparative analysis: understanding design trends and purposes
Understanding design trends through comparisons — Before beginning to build a prototype, we took a step back to familiarize ourselves with our problem space in the context of a digital platform. I looked at other social media apps to identify what elements might be beneficial or detrimental to our own app. Using other apps as a basis also helped us keep certain features and elements similar to commonly used social media apps, ensuring familiarity between our users and our app. Specific search filters, cards, the ability to bookmark and other elements stood out during this process.
Thinking about purpose after the analysis — We considered the idea of stories (i.e. from Instagram) in contrast to posts as an alternative way to share updates. This sparked discussion around the purpose of sharing updates in our problem space related to creating change:
• Do we want to encourage long-lasting change through permanent updates or constant change through temporary updates?
• Is the purpose of sharing accomplishments only to motivate?

Analyzing the intents in other apps prompted me to think more about our own purpose and intents with our solution.
Information architecture through sketches
prototyping + testing 🛠
Figuring out what does and doesn't work
Wireframes help me identify what's missing and help our users visualize the concept during testing
Wireframing helps me as a designer identify missing empty states as I consider each page's elements. For example, I realized I needed to also think about a case where there are no connection invitations while wireframing the networking page.
Wireframing helps me as a designer identify missing edge cases and think about different use cases or perspectives. For example, I wireframed the project page from the perspective of an interested project member, but I realized I also had to consider a project page version for the project lead: they need to edit the project, post project updates, etc. Their main priority is posting project updates, while an interested project member may prioritize learning about what the project is about and who's behind the team.
🤔
reflection 3/3
User personas: clear segmentation by priorities or behaviors can inform comprehensive user flow cases
Identifying the missing perspectives in the wireframes got me thinking—what if I'd made my personas into "archetypes" that mimicked those perspectives? If I'd created personas based on the actions they do and their priorities (i.e. the mentor, the project leader, the project joiner, organization representative), I could've created user flows for each to more systematically and comprehensively create wireframes. Characteristics such as fake names on a persona have little value later in the design process. In future projects, I'd like to be more intentional about why I'm using personas and how they'll help me later, particularly by using them to segment users to inform different action paths.
My purpose in using wireframes was also to get feedback from our users about the concept and if it accomplishes our design goals through testing. The visual representation and high content and breadth fidelity help our users gain a deeper understanding of what the app does, and the low visual fidelity invites more critique.

For wireframing, I took ownership over the project and networking pages and assisted with others.
The wireframes we used to test with youth users
Validating our work and iterating with consideration of our design goals
I tested our wireframes as a low-fidelity prototype with youth currently involved with YMCA programs through Zoom. Some of the changes we implemented based on their feedback include:
• Aligning project categories with primary youth interests
• Enabling youth to find organizations and peers based on distance
• Eliminating newsletters because newsletters and posts have the same function

Some suggestions sparked discussion but weren't implemented because they didn't align with current behavior among users or our design goals identified based on our research. For example, group chats for project groups weren't implemented because we justified that youth engage more through chatting in more common messaging apps. On the other hand, enabling youth to find organizations and peers based on distance was implemented because it directly relates to our design goal of facilitating connection and increasing access to mentorship.
branding + visual design 🎨
Matching the visuals to the research-driven design goals
Capturing change and confidence through bold colors and a welcoming feeling through organic shapes
The contrasting, bold colors give a sense of impact and urgency, which aligns with the type of change we want youth to create: impactful. More particularly, our visual design choices align with our design goals:
1
The rounded corners, rounded edges of the font, and organic shapes give a welcoming feeling that indicates the openness of the app, which aligns with our first design goal of making connecting more accessible.
2
Since our second design goal is to increase confidence through increasing a sense of independence or ownership, we chose bold colors to give youth a feeling of empowerment.
3
The brightness of the colors indicate a bit of celebration, in-line with our third design goal of celebrating the work of youth so that they can see their own impact.
I also had a lot of fun experimenting with the logo itself. Playing around with the idea of rings and lines, I settled on three wavy lines because of how much a story could be symbolized in the three lines:
• The lines represent progression over time (change)
• The wavy lines together show "waves" (as in waves of change)
• A line itself is the joining of two points, so the lines here can represent multiple instances of connection
Page explorations to figure out what visuals best suit users
I explored multiple versions of each page, so here are a couple of examples of some of those explorations and what I prioritize when deciding on which visual design to move forward with.
Project Page
I chose a design that had better readability and was simpler (right) over using the bold, contrasting wave shape (left) because a user's main purpose here is to quickly learn about the project. The main color highlight is also on the main action (messaging the project lead), creating stronger visual hierarchy.
Networking Page
I experimented with versions using the bold wave shape and fun characteristics (right) to add approachability. I wanted innovative visuals since the app is about change. Since a user's purpose is less strong here and their intentions are more exploratory, I chose to include such eye-drawing shapes in the final design.
Final design 🔥
How it all came together
Results
Thinking about measurable results and the future of my work
Positive preliminary results and future work to measure our success through app metrics and surveys related to our design goals
We received a lot of positive comments from our youth users. Some notable ones include how Wave combats performative activism on social media by providing a platform for real change, and also how the app provides easier access for younger students since it's difficult to find such opportunities for them.

To assess the success of our app over a longer period of time, we identified two main measurements that could give us insight into how well we accomplished our design goals.
Quantitative data related to the volume of youth involvement
This includes easy-to-measure app metrics such as the number of users and connections and the number of projects launched or the number of users involved in projects. These numbers indicate outcomes around our design goal centered around increasing connection between youth and accessibility to projects.
Qualitative data related to the meaningfulness of youth involvement
We can collect this data through surveys in the app that ask questions around the youth's confidence in their changemaking, how much impact they see of their work, and how much ownership they feel over their work to assess how well the app accomplishes our design goals related to independence and seeing impact.
An implementation guide to ensure the sustainability of our work at the YMCA
In addition to presenting our work to the YMCA through check-ins (about research, the initial prototype, etc) and a pitch at an expo about the final product, I helped create an implementation guide to ensure YMCA could continue our work through a seamless transition. The document includes guidance around future user testing, app development, marketing, and all the people required to continue Wave after handoff.
reflection 🤔
Thinking retrospectively
I included my thoughts throughout the case study. Here's a reminder:
1
Talking to users: recruit early and anyone is better than no one
Go to Note
2
Synchronous collaboration: the best way to ideate
Go to Note
3
User personas: clear segmentation by priorities or behaviors can inform comprehensive user flow cases
Go to Note
Want to see more? Check out another one of my projects:
Experience Design | Motion Design | Tablet UI Design | UX Writing | Internship: Zenoti
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Educating and engaging spa/salon employees on a software product
UX Research | Content Design | Website UI Design | Project Management
Footbridge for Families
Connecting nonprofits with government and insurance administrators to get funding