User Research, Personas, Strategy, Feature Prioritization, Low-Fidelity Sketches, High-Fidelity Wireframes & Prototype, Usability Testing, UI Specifications Document, Presentation, Case Study
Sketch, InVision, Google Suite
Understanding the Problem
In order to better understand America’s sex ed problem—as well as guide our decisions when designing for our chosen target audience of Generation Z—our team used a combination of online research, competitive and comparative analysis, and user research. Through online research, we gained a more thorough understanding of the exact severity of the lack of comprehensive sex education in the U.S. Read my case study for more information on our secondary and comparative research (via UX Collective).
We also conducted several user interviews to get direct insight on the sex ed experiences of people in our target audience. Following a screener survey, we interviewed a total of 11 participants, ten of whom were interviewed by phone (one was interviewed in person). Eight participants are considered Gen Z (18–24 years old), enabling us to get an accurate representation of our target audience. Interviews were 15–20 minutes long, wherein we asked questions such as:
Can you describe your sex education experience?
How did you learn about consent growing up?
How did you learn about safe sex practices?
What is something you wish you knew when becoming sexually active?
What we learned
Young adults rely on the internet for information on sexual health because school isn’t enough.
There is little to no emphasis on consent in high school sex ed.
Sex ed is often preventive instead of practical.
Queer people are often excluded from the sex ed experience.
Misconceptions about sexual health have led to heavy consequences.
Young adults in the United States are often unprepared to navigate the health risks and emotional nuances of sexual relationships due to the various state laws on high school sex education.
How might we fill the sex ed gap in a way that’s fun, engaging, and relatable?
Smash! Sex Ed Trivia is an iOS platform that empowers teens and young adults to make more informed decisions about sexual health through live trivia and open discussion.
Smash! has two main components: a nightly trivia game and a discussion forum where users can gain knowledge on sexual health from verified sources as well as each other.
Playing trivia helps people improve and expand our knowledge without noticing, allowing us to learn and memorize new information. It’s engaging, it’s naturally competitive, and it’s fun!
Why a Forum?
Forums are the “OG” (original) online community. They encourage open dialogue while enabling moderators to track the relevance of specific topics and content.
Carrie Ng, 18
“I don’t think sex ed actually prepared me for sex.”
Carrie is a college freshman from New York City. Diving headfirst into her college’s hookup scene, she wants to gain a better understanding of her agency as a woman. She usually parties hard on the weekends, but she also enjoys more relaxed activities like playing trivia games with her friends.
Zeke Montgomery, 20
“I only learned anatomy and to wear a condom in a hetero relationship.”
As a queer person who grew up in Bloomington, IN, Zeke wasn’t a huge fan of his sex ed experience. Growing up, he was often excluded from sex ed discussions and felt a need to suppress his sexuality. Now that he’s in college, Zeke wants to make up for lost time and understand sexual health from a more inclusive perspective.
Early Paper Sketches
Wireframes & Prototype
01. Trivia Home Page
The first screen users see when they log in. As the wireframe designs increased in fidelity, we prioritized adherence to mobile patterns and creating an inviting “Join Now” button.
02. Trivia Question
Trivia Questions will be curated by the editorial team. As the product scales, we would hope for trivia content to be sourced from forum questions. Questions will range from common knowledge to even more common misconceptions about sexual health.
03. Trivia Final Screen
We decided to reduce the number of actions that can be done on this screen for the MVP. Future iterations would reintroduce a Share function which would trigger the iOS Action Sheet.
If users answer a question incorrectly or run out of time, they’ll be invited to discuss the topic in the forum.
04. Forum Home Page
Forum topics can be viewed by popularity (based on Reddit-esque upvotes and downvotes by users) or their date of posting.
Users can start a new topic by tapping the Floating Action Button above the tab bar.
05. Forum Thread
Users can comment on a variety of discussion topics related to sexual health. In the app’s early stages, an editorial team will moderate the topics. As the product scales, forum content will primarily be user-generated.
Clickable Prototype (InVision)
UI Specifications Document
A strategic partnership with a large media company such as YouTube that would allow us to incorporate a live influencer video host
Audio and language options to increase the live trivia’s inclusivity and make information accessible to a larger audience
In-app purchases & increased gamification through lives and boosters that can be purchased through real and virtual currency
Themed trivia nights, forum categories, Slack-like emoji reactions to forum topics & comments… the list goes on.
Smash! Trivia was one of my most research-heavy projects, and I had a blast working on it with my team!
For more info on our research methods, insights, and usability testing, read the full case study on UX Collective. It should take about ten minutes:
Ladd Evans - User Research, Market Research, Strategy, User Flows, Sketches, Brand Design (Colors & Mood Board), Mid-Fi Wireframes & Prototype 1, Usability Testing
Eliana Teran - User Research, Competitive Research, Partnership Research, Strategy, Personas, User Journeys, Sketches, Mid-Fi Wireframes & Prototype 2, Usability Testing