Kaye Kagaoan
I design for people.
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Smash! Trivia

Fixing one of America’s “touchier” subjects
(iOS, 2019)

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Brief

For this project, I collaborated with two other people to explore an opportunity space of our choice. Following an afternoon brainstorm session, we proposed three topics to explore for the sake of this project. At the end of the project, we were to present our research, prototype, and value proposition to a pair of “agency stakeholders.”

We were approved to solve a problem within the scope of America’s lack of accessible, comprehensive sex education. We had two weeks to apply the UX design process to this widespread and ever-so-relevant problem that affects millions of American youth on a daily basis.

Scroll down for highlights, or read the full case study on UX Collective:

 

Responsibilities

User Research, Synthesis, Feature Prioritization, High-Fidelity Wireframes & Prototype, Usability Testing, UI Specifications Document, Presentation

TOOLS

Sketch, InVision, Google Suite

Timeline

2 weeks

 
 

Our Team

 
 

Process

 
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User Research

Methodology

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?

Responses were recorded and synthesized using an affinity map.

 
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Research Insights

Young adults rely on the internet for information on sexual health.

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.

 
 

The Problem

Young adults in the United States often become sexually active in college; however, they find themselves not emotionally prepared to navigate the varying complexities of relationships and sexually transmitted infections due to gaps in their sex education.

How might we fill the sex ed gap in a way that’s fun, engaging, and relatable?

 
 
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Our Solution: Smash! Trivia

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.


Why Trivia?

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.

 
 

User Personas

Primary Persona

Secondary Persona


User Journey Maps

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Information Architecture

Map sketch. Our team devised an app map as a whiteboarding exercise.

App map. This is a digitized version of the adjacent sketch.

 

Early Paper Sketches

Design Studio.  Early sketches showing the live trivia and forum sections of the app. The first two sketches show different ways of showing the correct answer after a live trivia question. The forum sketches show that upvoting and downvoting comments á la Reddit was conceived in early stages of ideation.

Design Studio. Early sketches showing the live trivia and forum sections of the app. The first two sketches show different ways of showing the correct answer after a live trivia question. The forum sketches show that upvoting and downvoting comments á la Reddit was conceived in early stages of ideation.

Live Trivia . In the app’s original stages, I imagined trivia questions to live on a virtual card and flip over at the end of each time period.

Live Trivia. In the app’s original stages, I imagined trivia questions to live on a virtual card and flip over at the end of each time period.

Leaderboard and Profile.  These sketches show discarded ideas such as the leaderboard main page and a college-based profile page.

Leaderboard and Profile. These sketches show discarded ideas such as the leaderboard main page and a college-based profile page.

 

Wireframes & Prototype

 
 

Next Steps

Live Influencer Video Host

Audio & Language Options

In-app purchases & increased gamification through lives and boosters that can be purchased through real and virtual currency

Themed trivia nights

Forum categories

Emoji reactions to forum topics & comments

 
 
 

Case Study

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: