My Role
User Experience & Visual Design.
Date
8 weeks project, 128 hours.
Assignment type
Individual school assignment.
Hard Skills
Design thinking, User Research, Wireframing, Prototyping and Usability Testing.
Soft Skills
User-Centricity, Time Management and Critical Thinking.
Grade
9,7
Problem statement
How can we promote a healthy and balanced relationship with media consumption among Gen Z’s?
The problem
Late Generation Z users, who grew up with the rise of social media platforms, exhibit a strong desire for recognition and acceptance. They often prioritize likes, comments, followers, and popularity over privacy concerns. Excessive social media consumption can lead to negative effects on their sleep patterns, eating habits, time management, and academic or work performance. However, there is a lack of awareness among users regarding tools and strategies to regulate media use and maintain a healthy balance.
Goal
My goal was to design an innovative solution to help late Generation Z users regulate their social media consumption effectively to ensure a healthier and more balanced relationship with social media.
Lessons learned
More co-creation & Eyes on the prize: I recognize the missed opportunity of not including a co-creation session with Generation Z users for this project. Engaging the target audience more extensively would have helped me maintain focus on the actual problem throughout the design process.
Creating that WOW effect: I learned to value of adding fun elements in my design. By adding motion design to showcase my product to the target group, I noticed a significant increase in attention and enthusiasm.
My process
Understand: what is the problem?
Problem statement
What
I started this project with the theme of aimless media consumption” among gen z’ers. By brainstorming around the questions “Why?, Who?, What?, and Where?”, I examined the problem from various perspectives. I iterated on the problem multiple times until I arrived at a problem statement that inspired me. “How can we promote a healthy and balanced relationship with media consumption among generation Z?”
Why
This approach allowed me to gain clarity about the problem I am addressing within the theme of “aimless media consumption”.
Results
This process helped me achieve a clear understanding of the problem and inspired me to tackle it. Additionally, it prompted me to reevaluate my existing assumptions regarding aimless media consumption. For instance, I that aimless media consumption often occurs during moments of overwhelm, boredom, and the need for concentration.
AEIOU framework
What
By utilizing the AEIOU (Activities, Environment, Interactions, Objects, Users:) method to gather my knowledge and assumptions about the problem and formulating in-depth research questions, I was able to draft my research questions and select appropriate research methods. Additionally, I was able to categorized my assumptions about excessive social media use into behavior, culture, and technology.
Why
To gain a deeper understanding of the problem and user needs by having a helicopter view about the use of aimless media consumption and generation z.
Results
This approach helped me identify key behavior related to excessive social media use, including concentration problems, anxiety, loneliness, depression due to “FOMO” (fear of missing out), a lack of personal social interaction leading to feelings of loneliness and social isolation, reduced empathy due to limited exposure to real human emotions and interactions, vulnerability to cyberbullying and online harassment, performance pressure to maintain online presence and relevance resulting in anxiety, depression, and excessive stress, and compulsive use of social media.
Survey
What
I employed a survey as the primary research method to gain insights into the media usage and habits of late Generation Z users. I created the survey using Google Forms and included questions based on the AEIOU method. The objective was to identify the media usage and habits of Generation Z users, providing insights into the problems and challenges they currently experience in regulating their media use.
Why
The survey was designed to minimize respondent dropout rates by utilizing predominantly multiple-choice questions. To target late Generation Z users aged 20-26, I shared the survey through various channels such as WhatsApp with fellow interns, the Hogeschool Rotterdam students channel, Instagram, and Survey swap.
Results
Fifteen respondents provided answers to the survey. Interestingly, some respondents who did not perceive any disadvantages of excessive social media use still selected more than three ‘negative’ consequences they personally experienced by the use of social media.
Another interesting insight that emerged was the respondents recognition of the consequences associated with aimless media consumption. However, despite this awareness, they displayed a lack of initiative in seeking or utilizing tools to regulate their media consumption habits.
Deskresearch
What
In addition to the primary research methods mentioned earlier, I also conducted desk research to gain a deeper understanding of the topic.
Why
The aim was to explore why generation Z engage in problematic media use and how we can assist them in developing healthier media consumption habits. My research focused on two sub-questions: 1) What are the potential causes and consequences of problematic media use among Generation Z, and 2) Which interventions are effective in reducing this behavior?
Results
The literature research revealed, among other things, that FOMO (fear of missing out) caused by addictive design patterns such as endless scrolling is one of the consequences of problematic media use among Generation Z. Additionally, it highlighted how users perceive themselves differently due to unrealistic beauty standards.
Several intervention methods have been proposed to promote healthier social media usage habits, such as screen time monitoring and application blocking modes. However, the effectiveness of these methods in regulating social media use remains unclear.
Define: What is required?
Insightswall
What
I gathered all the results of my user research in the AEIOU canvas and categorized them into five themes: Activities, Environment, Interaction, Objects, and Users. This process involved placing the obtained results within these themes, allowing me to identify similarities and uncover sub-themes such as causes and consequences of social media use, most commonly used platforms, user types, regulation methods, and treatments.
Why
Categorizing the results into themes helped me visualize the connections between different aspects, facilitating a deeper understanding of the research findings
Results
The user research phase yielded a total of 11 insights. To prepare for the brainstorming session, I added “How We Might Cards” to each insight card. These cards served as inspiration for potential solutions and ideas during the ideation process.
Most valuable insights:
- Media consumption among late Generation Z can negatively impact their self-worth and sense of authenticity.
- It can create pressure to portray a perfect life, leading to feelings of insecurity and stress.
- Late Generation Z individuals often turn to social media to escape uncomfortable situations or suppress other emotions.
- However, media consumption also has positive aspects for Gen Z, serving as a source of information, inspiration, education, and connection.
Defining design guidelines
What
Defining design guidelines based on insights obtained from the User research phase.
Why
Design guidelines helped me address the needs and pain points of late Generation Z by formulating specific goals and directions for the design phase.
Results
Four design guidelines were created, emphasizing authenticity, catering to diverse user preferences, promoting conscious media consumption, and encouraging reflective moments.
Prioritize authenticity
Prioritize authenticity
The design should emphasize the importance of authenticity and self-expression over social status and external validation.
Reference:
- Desk research
- Survey, 17 February – 21 February 2023
Design for various communication styles
Design for various communication styles
The design must offer functions that meet the needs of all users, regardless of their communication preferences or personality traits.
As a designer, I recognize that media platforms are an important means of communication for some users to stay in touch with others, while others use it for personal growth and inspiration.
Reference:
- Desk research
- Survey, 17 February – 21 February 2023
Encourage conscious media consumption
Encourage conscious media consumption
The design is to encourage users to think about their motivations for media consumption and how it affects their mental well-being.
Reference:
- Desk research
- Survey, 17 February – 21 February 2023
Encourage reflective moments
Encourage reflective moments
The most important interaction is to interrupt prolonged media consumption and redirect to a reflective moment.
Reference:
- Desk research
- Survey, 17 February – 21 February 2023
Explore: How can it be solved?
Reverse brainstorming
What
Generate ideas that challenge conventional thinking and explore unconventional possibilities using the reverse brainstorming technique .
Why
Reverse brainstorming helped me break away from my traditional ideas and encourages me to think less analytically and more creatively.
Concepting
What
Utilizing the Design Kit prototype mapping method to select the best ideas that align with the design guidelines and the needs of the late Generation Z target audience. The process involved identifying key moments in the user journey, brainstorming interventions and changes to promote healthy social media consumption, and selecting three promising concepts based on their fit within each stage of the user journey.
Why
to converge ideas with an empathetic focus on the users and efficiently narrow down to three well-thought-out and promising concepts. The selection process considered the impact and relevance of the ideas, with a specific emphasis on social media as the primary platform for the target audience.
Results
The implementation of this method allowed for a quick and efficient convergence of ideas, resulting in the selection of three well-defined and promising concepts. While other ideas, such as art and interactive installations, were enticing, the focus remained on social media due to its significance in the target audience’s daily lives and the potential for impactful change. These ideas resulted in 3 concepts.
Materialize: How can it be visualized?
Collage prototyping
What
I used the technique of collages to further develop the three selected concepts. Collage prototyping is a method primarily used by architects to connect their designs with culture, context, and place.
Why
- To create a clear picture of the concept for myself and others, and to assess its appeal and comprehensibility to the target audience.
- To evaluate the concepts with the target audience(gen Z’ers).
- To inspire respondents to think outside the box when considering a solution.
Results
The collages allowed me to gather feedback from the audience, not only on the clarity of the concepts but also on their appeal and relevance to their social media consumption. This feedback helped me determine which concept had the most potential and identify any necessary adjustments. I continued my process with the iteration of concept 3 ‘Media Mindr’
Concept 1 – Anti-socials
The Anti-socials app aims to help Gen Z users achieve a healthier and more balanced use of social media by sending amusing notifications during prolonged media consumption and encouraging breaks through activities like walking or meditating, offering a valuable tool to reduce usage and promote well-being in a fun and customizable way.
Concept 2 – MEDIA MINDR
The Media Mindr app aims to assist Gen Z users in evaluating and improving their media consumption habits through personalized recommendations, achieved by encouraging users to set positive goals for viewing specific types of content, identifying potentially negative content through self-reflection exercises and assessing users’ moods and emotions, providing value by facilitating a healthier and more mindful use of social media, enhancing mental well-being and overall welfare.
Concept 3 -Time capsule
The goal of the Time Capsule app is to promote awareness of media consumption and encourage users to spend more time offline, creating meaningful memories. It achieves this by setting timers and automatically locking users out of the app, while rewarding authentic and positive content. This adds value by fostering a healthier balance between online and offline activities and improving mental well-being.
Conversation starter
What
The approach to create a conversation starter piece involved drawing social media posts and concept screens, assembling them to represent the scrolling activity of apps like Instagram and TikTok. An old phone box was used, along with an IKEA Allen wrench, to simulate the scrolling mechanism.
Why
- To explore the making of media consumption more tangible while testing
By visualizing the drawings of social media posts, it became evident that 9 posts and 4 paper wireframes occupied approximately 1.45 meters of paper. Additionally, it served as a conversation starter, sparking discussions during the Expo by asking the audience about their per-minute post views and estimating how many meters of content they believed could fit in the box. This revelation was also an eyeopener for my own social media usage.
Wireframing & Prototyping
What
During the prototyping phase, I paid close attention to incorporating nudging techniques based on user feedback, including the addition of gamification elements.
Why
The aim was to promote conscious social media consumption by using triggers and nudges to redirect users to reflective moments, facilitate tasks for mindful engagement, and foster motivation trough goal setting.
Results
Trigger 1 – Reflective Interruption: By sending users timely reminders, Mindful Media nudges them towards moments of reflection. This is achieved through various methods, such as providing reflection questions, offering alternative activities beyond scrolling, and presenting random facts aligned with the user’s chosen social media learning goal.
Trigger 2 – Personalized Information: Mindful Media encourages users to set social media learning goals and usage objectives. For example, in themes like privacy, users receive relevant knowledge and tips related to their chosen goals during scroll interruptions, facilitating conscious media consumption.
Trigger 3 – Progress Overview: To enhance motivation, Mindful Media offers visual insights into users’ media consumption habits, making it more tangible. Unexpected comparisons, like displaying scrolling activity in meters, help users track their progress and stay motivated along their mindful media journey.
Test: Does it work?
I like, I wish, I wonder
What
I used the “I like, I wish, I wonder” feedback method to gather feedback from the target audience and determine the most promising concept, allowing for potential adjustments. This structured method facilitated the collection of both positive and negative feedback on the concepts during a prototype party with five fellow students.
Why
- To obtain feedback on the concepts and generate new ideas through a collaborative brainstorming session.
- To understand what aspects were appreciated, what was missing, and what remained unclear to the participants.
Results
The test yielded valuable feedback on all three concepts and served as a platform for co-creation and idea generation.
Key insights included:
- The need to address how to incentivize Generation Z users to adopt such concepts
- The importance of staying connected with social connections while allowing for a high degree of self-direction.
Powerfull Question
What
As the final test of this product used the method ‘Powerful Questions’. By using open-ended question, I aimed to encourage detailed responses and obtain valuable feedback. I entered my questions and prototype into the online testing tool, Usability Hub. I used the filter option to select respondents between the ages of 18 and 29 who spend more than 6 hours online per day. Within 3 days, I received feedback from 23 respondents.
The questions asked were: 1. What do you find appealing about the concept? 2. What do you find unappealing about the concept? 3. Why do you find it appealing/unappealing? 4. Does the Mindful Media concept prototype encourage you to reflect on your own social media usage and consider changing your habits?
Why
- To obtain specific feedback on the final concept and gather information about their appeal, drawbacks, reasons behind those opinions, and whether the concept encouraged users to reflect on their social media usage and consider changing their habits.
Results
By using the Powerful Questions method, valuable insights could be gathered from the respondents
Key insights:
- The respondents emphasized that not everyone enjoys answering reflective questions, and alternative methods were needed to encourage users to engage more consciously with social media.
- Other ideas that emerged were offering tips with various activities beyond scrolling, emphasizing positive results, and adding gamification.
- Concerns were also raised about tagging content for recommending other content in the “Escape the Algorithm” feature.
- The ability to view screen time and gain insights into daily online activities was appreciated, as well as the confrontation with one’s own online behavior.
Results
What
Mindful Media is an application designed to help late Gen Z users be more mindful of their media consumption and support them in developing a healthy and balanced relationship with social media. The application encourages targeted actions to help users focus on the content they consume and manage their media consumption.