Product Designer @ Creative Resilient Youth:

A digital community for marginalized youth to heal through creativity






OVERVIEW

Creative Resilient Youth (CRY) is a Philly-based art and leadership organization dedicated to nurturing creativity and wellbeing, and empowering young voices. Over the past few years, CRY has facilitated youth-led events, including art workshops, study groups to foster meaningful community building among youths.

This 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.

ROLE

Full Stack Designer


TEAM

7 Youth Co-Designer
2 Software Engineers
Non-profit Stakeholder
Health Researcher
Principle Investigator


TIMELINE

March 2024 - Present

The Challenge • 




Final Design • 













“Help me understand my feeling.”

Start creative journey with AI assisted self-reflection










“Give me inspo that validate my feeling.”

Healing through creative expression gets easier with personalized prompts that align with reflection



















“Together, we focus and celebrate the process.”

We Time, a creative community reserved for individual who share the same feeling




















“Help me remember how I grew”

Personal gallery and milestones





Research

We conducted different types of research to understand the problems, existing products and opportunities. This helped us set a vision for a feasible ideal states with community members



METHOD ONEParticipartory co-design workshops
I co-facilitated 7 co-design workshops with 10+ co-designers who are already the active member at Creative Resilient Youth. We developed a shared language and goals, 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
We invited co-designer to use any competitor products to create personal project, and understand how they feel about integrating digital platform into their creative workflow and their overall experience.





Building trust •   

Facilitate conversation around the use of AI










From ambuitiy to a share vision •   

Co-designers do not want another platform to generate artwork for them. They believe this platform is different and should emphasizes: 



HMW

Design a process-oriented creative arts community for teens to reflect and express as part of their healing journey?

• Feautures and user flow •



I mapped out the first time user flow and aligned the team’s vision


From the healing science perspective, user start by building their digital identity. Then, they have reflection that lead to personalization, followed by community engagement and social recognition. 






• Branding • 



Adding energy to CRY’s legacy 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.













• Platform Consideration • 



Prioritizing mobile experience

NUMBER ONEDigital device accessibility
We want to lower the barrier 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.



NUMBER TWOCost efficiency 
Given resource and budget constraints, starting with mobile enabled faster development, which allows us to test with our target audience and iterate rapidly.



NUMBER THREEGen-Z user behavior

CRY’s 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.









• Responsive Design • 



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© Eileen Feng
Product Designer @ Creative Resilient Youth