'25

This project urged a more conscious consideration of how design choices drove user behaviour - and with it came a clearer understanding of how users' needs, desires, biases, and habits must drive the design process, rather than attempts to unduly influence users into behaving in a desired manner. Designers are responsible for maintaining a very fine balance between engaging the user without manipulating them, even if it may be unintentional. For this project specifically, the app targeted school-aged users, which made that responsibility all the more crucial.

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This app is designed to be accessible to students of all ages and learning levels. It employs a simple feedback loop where users would play mini-games and complete daily in-app objectives, and for each task completed, 100mL of clean water would be donated to a Canadian community in need. A variety of mini-games helped students to learn more about the issue of clean water access, as well as indigenous culture with the goal of building both awareness and empathy.

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Home screen
Learning centre and statistics
Hook model
Mascots

The final app concept incorporated a user loop built on the Hook model, with plenty of ways for the user to visualize and validate their real-world impact by viewing both personal and community donation progress. The fairly short list of daily objectives both incentivized users to engage, but also set a clear limit on daily playtime. The mascots that guided users through apps and mini-games provided positive reinforcement, rather than attempting to guilt users into returning. The result was ultimately an engaging and responsibly designed interactive experience.

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Creative & Design Direction, UX/UI Design, User Research

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TORONTO, CA
TORONTO, CA