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Interface Design

YouMe 

Timeline

May 2019 - August 2019

Team

Elvina Prasad, Gary Grewal, Jason Yang, Russell Tse

Tools

Figma, Illustrator

Contributions

YouMe is an Inclusive Sex Education Application for youth that allows users to not only learn the basics of sexual education but also learn about topics not taught in a traditional school setting. It was created for an interface design class (IAT 334 at SFU) and used gamification methods to appeal to younger audiences. Later on, it made the top 3 finalist at the 2019 Vancouver UX awards for the UX by Students category. 

 UX/UI Design

Application Prototype ( may take a while to load due to file size)

Opportunity

Our group took a keen interest in pursuing a topic that could be beneficial to an underrepresented group. Eventually this lead to the niche of inclusive sex education for youth. We found that the current school curriculums (focusing on North American schools) although evolving, where still biased towards heterosexual relationships. We found an opportunity to create an application that could include information that was relevant for all kinds of students. In particular, students that fell under the LGBTQ+ spectrum. The purpose, to promote STI and STD prevention methods and avoid assumptions on sexual orientation and identities. 

Research 

Our research found that in general young students often learn about sexual education through online resources. The problem is that often times these resources are not fully accurate or sufficient in providing adequate information. We felt that it was crucial for students to be given a safe space to receive the proper information and support on the topic of sex.

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68.4 %

26.3%

68.4% learned about sexual health and gender identity online, while 26.3% felt that there were not enough resources and support about their sexual health and identity.

Application Prototype ( may take a while to load)

Our Target Audience + Goals

Our main audience were teenagers and in particular teens within the LGBTQ+ community. Our secondary audience were parents of teenagers, as we felt they had a significant involvement in their child's learning needs. Both of these audiences would be a a part of the user testing component for our application.

Mini personas.jpg

primary + secondary users

After establishing our personas, we would navigate our users needs and define clear goals we would hope to achieve through our inclusive sexual education app.


These goals were to:

  • Bridge the gap between underrepresented groups and sexual education

  • Create a personal learning experience for all learners

  • Encourage individuals to feel more comfortable talking about sex and sexual health

  • Provide valuable and reliable resources for users to learn

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Initial Wireframes - learning modules + feedback

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Initial Wireframes - learning modules + feedback

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Initial Wireframes - three main pages (Avatar, Home, Community)

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Initial Wireframes - Process of  inviting friends to play games

Experience Map – Primary.jpg

Journey Map - Intended play through for our primary user

User Testing Results

A total of 8 user tests were conducted to test the participants overall experience with the application. Of this group, 2 users were aged between 12 and 17, 4 were aged 18+, and 2 were parents aged 40+. Each of these individuals were asked to test the app on their mobile phone and complete a series of tasks. When these tasks were completed, participants were then asked to explore the app without any guidance. Throughout this testing, users were also encouraged to ask questions and voice concerns they may have while navigating the application. 

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Some issues brought up during the usability testing included credibility concerns, lack of indication of the upcoming quiz, concerns about the discover page, and purpose of the badges and reward system.

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After completing our usability testing and reviewing the feedback, our team aimed to address these issues by:

  • Increase our credibility amongst our audience by affiliating with a credible sexual education resource

  • Provide more insight to the purpose of the Discover Page, and refine the overall tone of the page

  • Provide clarity on the functionality of the reward systems and explain the purpose of the badges and how to achieve them

  • Establish a clear workflow within our learning modules and our method of navigation for our tutorial screens flow more apparent to the users

5 Start Screens-01.jpg

Onboarding pages

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Avatar page, Learning Modules, Lesson commencement

Profile Page v1.jpg
Locked Games.jpg
Locked Games.jpg
Discover Blogs.png
Discover Blogs.png
Choose a module to start.jpg
1st row choose module.jpg
1st row learning page.jpg
Selected Answer 1.80.jpg
Selected Answer 1.43.jpg
Selected Answer 1.46.jpg
After Lesson Correct Answer shirt.jpg
Blog.jpg
black shirt.jpg
crown.jpg
Empty Friend list.jpg
Name.jpg
Profile Page v1.jpg
Before Lesson (locked).jpg

Final Screens of YouMe Prototype

Reflection

I really enjoyed working on this project, from learning more about the topic pursued and implementing what we learned into learning modules and gamification elements for students. I was very proud of the collective result of my teams efforts to create something that could help and improve a minority group. If I were to continue this project, I would have liked to branch this out for the desktop. I'd also like to include a view for teachers and parents so that eventually it could be used in the classroom as a serious tool for teachers to implement in the classroom. When not in class students could continue learning and collaborating together through games. Applications like this make me enthusiastic to further work with UX/UI design in a more established work setting. 

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Russell Tse

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Perla Ramirez

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Gary Grewal

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Elvina Prasad

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Jason Yang

Avatars I made for my team members

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