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Unite App 

Role: UX/UI Design, UX research

Objective: Create an idea centred mobile platform that empowers youth to learn about activism, discuss real world issues safely, and contribute directly to policy decisions.

Tools: Figma, Notion, Illustrator, Zoom

Methods: Surveys, remote interviews, personas, sketching, low-fidelity prototyping, think-aloud usability testing, iteration, stakeholder presentation

Recognition: 1st Place Winner in Design Competition

The Problem & Concept

 

  • The UNICEF Challenge: UNICEF Canada asked us to design a platform to help youth connect with activism during the COVID-19 pandemic, when physical community gathering became difficult.

  • Critique of Existing Social Media: I identified a core systemic flaw in modern social platforms—they focus on personal clout and individual profiles rather than constructive ideas, creating an environment where youth fear judgement.

  • Initial Idea: Proposed a platform centred on ideas and causes rather than individuals, eliminating personal ego to create a safe space for youth discourse.

Research & Identifying Core Pain Points

 

  • Primary Research: Conducted surveys and remote interviews with youth aged 18–24.

    • 4/5 were unaware of existing youth advocacy programmes.

    • 5/5 expressed interest in learning more about advocacy and their rights.

  • User Persona: Mapped out the struggles of a teenager isolated by online school who feels powerless watching online movements but lacks the money or time to donate or attend protests.

  • Core Pain Points Identified:

    • Youth feel disconnected from real-world decision-makers with no clear path to influence policy.

    • They struggle to make meaningful contributions without financial donations.

    • They fear social judgement and privacy exposure online.

  • Design Principles: Prioritise privacy for users under 16, provide engaging learning formats, and create direct channels for youth input on policy.

Prototyping, Testing & Iterative Pivots

  • Collaborative Low-Fi Exploration: Translated initial sketches into low-fidelity Figma prototypes.

  • Think-Aloud User Testing: Conducted usability testing sessions asking youth participants to complete core tasks while speaking their thoughts aloud.

  • Informed Design Iterations Based on Feedback:

    • Navigation Bar: Redesigned the main navigation bar to clarify feature hierarchy and improve movement between learning and action tools.

    • Discussion Hierarchy: Restructured discussion threads to visually distinguish and highlight responses from verified moderators and government officials.

    • Notification System: Streamlined notification triggers to prevent user fatigue.

The Final Solution & Recognition (Where It Ended Up)

  • Privacy-First Onboarding: Users can browse as guests or create a pseudonymous profile with a randomised username and avatar, protecting users under 16 and removing clout-seeking mechanics.

  • Pillar 1 Learn: A dedicated hub offering curated articles and videos to build foundational knowledge on ongoing advocacy topics.

  • Pillar 2 Discuss: Moderated discussion spaces featuring Q&As and highlighted responses from government representatives.

  • Pillar 3 Action: Tangible policy contribution tools including quick polls, a Kanban-style collaboration board for policy briefs, and inline document annotation features to leave specific feedback.

  • Final Recognition: Awarded 1st Place in the university design competition for creating a validated, safe advocacy ecosystem that turns youth input into real policy impact.

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