Eduka

Eduka addresses the need for better education on Gender Violence and sexism's impact on pre-teens. Through quizzes and videos, the app raises awareness among young users for a brighter future.


Eduka addresses the need for better education on Gender Violence and sexism's impact on pre-teens. Through quizzes and videos, the app raises awareness among young users for a brighter future.


Eduka addresses the need for better education on Gender Violence and sexism's impact on pre-teens. Through quizzes and videos, the app raises awareness among young users for a brighter future.


Methodology

Design Thinking

Rol

Co UX Researcher, UI Designer, Graphic Design

Date

2024

Eduka is the culmination of collaborative UX research and my individual work in UI design. Applying the principles of Design Thinking, I collaborated with a team of researchers to refine the user experience, to then craft the personal design.

Eduka is the culmination of collaborative UX research and my individual work in UI design. Applying the principles of Design Thinking, I collaborated with a team of researchers to refine the user experience, to then craft the personal design.

Eduka is the culmination of collaborative UX research and my individual work in UI design. Applying the principles of Design Thinking, I collaborated with a team of researchers to refine the user experience, to then craft the personal design.

The initial challenge was to develop an app aimed at addressing and mitigating the issues of gender violence and sexism prevalent in today's society. The goal was to create a tool that could provide significant support and benefits to users by offering resources, education, and a platform for raising awareness about these critical problems.


The app needed to be both user-friendly and effective in empowering individuals to confront and combat gender-based violence and discrimination.



The initial challenge was to develop an app aimed at addressing and mitigating the issues of gender violence and sexism prevalent in today's society. The goal was to create a tool that could provide significant support and benefits to users by offering resources, education, and a platform for raising awareness about these critical problems.


The app needed to be both user-friendly and effective in empowering individuals to confront and combat gender-based violence and discrimination.



The initial challenge was to develop an app aimed at addressing and mitigating the issues of gender violence and sexism prevalent in today's society. The goal was to create a tool that could provide significant support and benefits to users by offering resources, education, and a platform for raising awareness about these critical problems.


The app needed to be both user-friendly and effective in empowering individuals to confront and combat gender-based violence and discrimination.



Design Thinking

Design Thinking

1. Observe

1. Observe

1. Observe

For the initial phase of the research, we started with meticulous Desk Research and Netnography analysis to uncover the roots of the problem. Following steps were centered around conducting surveys and interviews with potential users to gather insights into their opinions on the subject.

The results of our investigation led to the conclusion that a significant majority of users deemed education as the optimal solution for this issue. For this reason, we chose to target pre-teens during their formative years.


Additionally, we found the concept of incorporating gamification to enhance engagement with the subject.

2. Define

2. Define

2. Define

After the observation phase, where we delved into the beliefs of real users, we constructed a hypothetical User Persona to gain deeper insights of our audience. Additionally, we delineated the needs of this hypothetical user and mapped out the Customer Journey they might undertake. This process facilitated an understanding of our target demographic, enabling us to tailor our design solutions effectively.


3. Ideate

3. Ideate

3. Ideate

During this phase, we conducted a comprehensive evaluation of the most promising features for our app. Using the 'MoSCoW' technique, we refined and prioritized our options to select the best features. To gain deeper insights into our market positioning, we utilized various marketing tools such as Benchmarking, to analyze our competitors, SWOT analysis, and the Value and Business Proposition Canvas.


These analytical tools proved crucial in understanding our competitive landscape and defining our unique value proposition within the market.

After ideating, we solidified our concept of developing an educational app tailored for pre-teens, integrating engaging gaming elements. The aim was to design an entertaining and enriching application suitable for educational environments such as schools.

4. Design

4. Design

4. Design

Finally, in the design phase, I developed an educational app from scratch for schools, facilitating participation in quizzes on gender violence and dynamics for both teachers and students, aiming to raise awareness. The app also includes an educational video section, linked to each quiz, reinforcing learning outcomes from the game.


The participation in the app is also reinforced by friendly competitive rankings and little prizes for the winner of the class.

As a UX/UI designer, my role was pivotal in crafting an engaging platform. I focused on creating intuitive user experiences that seamlessly guide users through educational content. Through thoughtful design choices and intuitive navigation, the interface encourages exploration and learning.


The result is a platform that empowers young minds to understand and combat gender-based issues effectively.

Let's work together! Contact me

Let's work together! Contact me

Let's work together! Contact me