Product Designer @ Creative Resilient Youth:
A digital community for like-minded young creatives to inspire, share, and cultivate well-being through creative artsThis project is a 0 -> 1 mobile-first app to support CRY’s mission to keep youths engagement and expand their impact. I lead the design of a digital community to help marginalized youth in Philadelphia foster creativity, build resilience and connect.
OUTCOMES As the only designer on the team of 15+ people, I co-led research of exploring the use case of AI in creative art for youth well-being, drive end-to-end design and product strategy, delivered the design from 0 to 1.
The MVP is now in development. See this work featured in media.
TEAM7 Youth Co-Designer
2 Software Engineers
Non-profit Stakeholder
Health Researcher
Principle Investigator
TIMELINEMarch 2024 - Present
TOOLSFigma
We conducted different forms of research to understand the problems, existing products and platforms and opportunities. This helped us set a vision for a feasible ideal states with community members
End-to-end co-plan, co-learn and co-design workshops
I co-facilitated 7 co-design research workshop with 10+ co-designers who are already the active member at Creative Resilient Youth. We developed a shared language and goals through collaborative learning and synthesis, defined design opportunity and brainstormed concepts.
METHOD TWO
Competitive analysis
I collaborated with 2 engineers to analyze 10+ digital art platform/products – Adobe Firefly, Mental Canvas, Art Breeder, Octostudio, and more – Our goal was to understand how AI is currently used in powering art and creativity, how those platforms enable community building, and know what we definitely don’t want.
METHOD THREEDiary study with co-designers
As part of co-design workshops, we invited co-designer to use any competitor product to create personal project, and understand how they feel about integrating digital platform into their creative workflow and their overall experience.
Facilitate open conversation to explore the use of AI
• Platform Consideration •
Prioritizing mobile experience for maximum impact
We want to lower the barrior of commuinty engagement. Mobile is the primary internet access point for many Gen-Z users, especially those from marginalized communities who may not have regular desktop access.
Given resource and budget constraints, starting with mobile enabled faster development, which allows us to test with our target audience and iterate rapidly.
CRY’s main target users are Gen-Z. According to research from GWI, 98& of Gen-Z owns a smartphone. They primarily interacts with digital platforms via mobile, making it the most intuitive choice.
• Develop a share definition of community •
Co-designers do not want another platform to generate artwork for them. They believe this platform is different and should emphasizes:
HMW
Design a flexible, process-oriented creative community for youths to reflect, share, connect with like-minded individuals as part of their healing journey?
• Design / Branding •
Adding energy to CRY’s green, and building association to healing
I designed and facilitate a brand workshop to engage co-designers in discussion about the platform’s brand traits, color, and typography.