Client

Project Pluralist: Using Experiential Learning to Build Resilient Youth

Role

Product Designer

Scope

3 Week Sprint

January 2021

In preparation for its full launch, Project Pluralist asked us to design the interface for a prospective app they would use to extend their in-classroom toolkit to independent at-home learning. I contributed to the MVP through leading the research strategy and product design of a 33 screen mobile prototype in Figma to be used as an investor demo product. We created a gamified mobile learning experience to entice students ages 11 - 18 to learn independently. The app proved to be 92% intuitive for tested students.

1/1

Breaking down the initiative

Creating their MVP required a deep understanding of the Pluralism initiative and how it would serve the combination of our client, users & potential investors.

Extremist attacks and hate crimes are at an all time high in the U.S., with students and young adults being the most at risk for recruitment into these ideologies.

In our client's research, she argues that through project-based & experiential learning, we can build resilience against hateful ideologies in our youth.

At minimum the MVP toolkit required...

1. A school’s curriculum restructure

2. Time & energy from educators to be trained as workshop facilitators

3. Learning to be done in fixed amount of time (1-3 days)

With this I designed the initial app structure to meet the needs of three user groups: students, educators & parents.

29%

of hate crimes are committed by juveniles

90%

of educators expressed increased anxiety on the part of minority students 

73.3%

fatality rate of right-wing extremist attacks, compared to 23.4% by Islamic extremist in the U.S.

43%

in Racial and White Supremacist attacks in Europe

3rd

most common location for hate crimes are schools and colleges

5/10

of the largest U.S cities saw an increase in hate crimes since 2016 

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A Case of Featuritis

Shazam's largest pain point is its use of a swipe up gesture to access its larger array of music discovery features.

As we see in apps like Tik Tok, the ability discover music comes with the ability share & post amongst a community, which lead to greater streams.

When Apple music acquired Shazam in 2018, new features such as "artists highlights" (think Instagram story-esque) began to creep in with the intent to promote Apple Music and drive up streams. But when feature creeps begin to become buried within a product, the negative impact of a messy navigation and unclear usage begins to only deter users.

This theory was represented in a multitude of our user interviews who hadn't updated the app since they downloaded it. I learned that one gesture could botch the entire UX of a product.

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UI Restructure & A Consolidated Feature: Super Shazam

With an energetic yellow and slingshot gesture, Super Shazam gives the user the ability to launch into music discovery by location, genre, and mood.

Using Shazam's brand guidelines, I re-vamped their UI component library and re-designed the user experience five key identity traits in mind. Shazam creates a feeling a feeling of simplicity and play through holding down a button to tag a song. With this same product feeling in mind, I designed our new feature Super Shazam around a new type of sling shot gesture.

By introducing a three-screen navigation, users can no also use their thumb to naturally flow between three states:

1) Shazam

2) Artist discovery

3) Super Shazam

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