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PRETTY SHAPES
GAMING APP

UI Design

UX Design

Game Concept

2020

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Regarding the worsening body image due to Social Media, the goal of the app is to playfully improve the self-esteem, body image and social media habits of young adults. A fictional App concept and prototype was created as Graduation Project in Interaction Design and Illustration.

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INFO

Regarding the worsening body image due to Social Media, the goal of the app is to playfully improve the self-esteem, body image and social media habits of young adults. A fictional App concept and prototype was created as Graduation Project in Interaction Design and Illustration.

DISCIPLINES

UI
UX
Illustration
Game Concept

PROBLEM
 

In-store second hand shopping and donation of clothing isn’t attractive for many people, although it has many advantages

 

It’s common knowledge that fast fashion companies are bad for the environment. As a result, the second-hand market is booming - but mainly online. Yet in-store shopping has many advantages: the items can be tried on before buying and the time-consuming and environmentally harmful shipping is not required. Unfortunately, it isn’t very attractive to many people: It's hard to keep track of what's available in the area, to find suitable stores for the own needs and to get the infos on where and how to donate clothes.

GOALS
 

Save time when searching for information

Provide an overview of stores, events, and clothing donations

Inspire people to be sustainable through knowledge sharing

Provide an easier introduction to the topic

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Studies show: Social Media is causing body image to worsen, and young people, especially young girls, are affected the most. 

 

To understand and empathise, I did an internet and literature user research as well as talking with young people between the ages of 13-17 and creating User Personas.

To understand how to improve body image, I did an extensive literature and internet research in the fields of psychology, educational theory and sociology. The insights of the exact methods to strengthen these were later used in the Ideation process.

The two key aspects I found were:

 

1. Strengthen self-esteem: it's the best protection against social media effects

2. Media literacy: it matter what kind of content is consumed on social media

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Looking at the market, I couldn’t find apps with the same user demographics and subject. So I analyzed Gaming Apps (like Animal Crossing and Minecraft), popular Social Media Apps (like Tik Tok) and Mental Health Apps (like Headspace), as well as initiatives from health care insurers and NGO’s. The most important takeaways were:

  • Use of vibrant illustrations and animations, immersive worlds and a playful approach work well to attract young people

  • Challenges and short, easy-to-understand contents are popular

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