StretchMe

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Thesis Project: StretchMe is an engaging mobile app for promoting a positive attitude towards body image for young girls ages 5 to 8 years old.

My Role

Product Designer

Visual Designer

Date

Nov 2016 - Apr 2017

Advisor

Eric Benson, Racheal Riley,

Chad Lane, Ranjitha Kumar

 

The Challenge

I chose topic in my thesis project about delivering sexuality education to young girls because of the lack of sex ed when I was young. I found it through research that even now in the U.S, girls as young as 5 already have concerns about their body. However, sex ed starts at primary school students. The challenge was how to teach sexuality knowledge to audience as young as 5 to 7 years old. I focused on one of the most important topics -- Body Image, and experimented ways to motivate young girls to learn and enhance their memory.

 

Research

Methods

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Literature Review

The first step was to learn what are appropriate contents to users. To simplify this extremely sophisticated problem, I borrowed approaches from experts in this (Body Image ed) field, so the challenge left to me was to transfer their solutions to a format that being fun and effectively deliver the content.

Take-aways:

  • Non-verble expression and cartoon characters who look like 5-8 years old kids are needed;

  • Emphasizing the importance of "inner beauty", such as personalities or hobbies, is an effective way to promote positive body image.

 

Experiment Multiple Interactions with Paper 

With that right strategy — enhancing the importance of non-physicall aspects, such as skills or personalities, I studied how users the content could interact with my user. Before going to digital, I prepared illustrations on different paper games and researched them on girls ages 5 to 8 at school in Illinois (with IRB). I asked young girls to play with some variations (sorting cards, customizing characters with strips and color pencils, and choosing corresponding characters with stickers) as a way to express their opinions. 

Data collection in the form of an affinity diagram with grouped ideas.

Key Findings

Through the experiment and interview, I found out specific user interests in character's outlook, interaction model, and a little bit about learning approach and game model.

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Ideation

HMW & Affinity Diagram

I broke down the problem into a few How Might We (HMW) questions to brainstorm and generated ideas for each question. I made the questions address the goal of cultivating effective learning to young girls.

Storyboard

To figure out how I could apply those ideas to solve primary problems, I sketched out a few sets of problem scenario, and solutions.

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StretchMe_storyboard.jpg
 

Workflow

I embedded the different approaches to the game as different sections. Every section focuses on one part of social, physical or hobby development, in order to build stronger confidence of inner-self. There were basically three parts: setup with avatar customization, game sections, and sticker rewards.

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Design Highlights

1. Onboarding with personalizations

After finding young girls are able to associate character with real people they know, I decide to onboard user with personalization, in order to help them transfer knowledge they learn in this game to their own life. This feature will provide user empathy and a feeling of self-control.

  • Customize avatars (body size, color, clothing...)

  • Preference of scenarios and activities

  • Pick their friends based on their preference

stretchMeOnboard.gif

2. Encourage learning with rewards

Stickers as rewards is a strategy to engage user because I found users in this age range specifically like stickers, decoration and physical touches.

  • A sticker collection that lists gained stickers

  • Get surprising rewards after each task

  • Drag stickers around to decorate avatars

stickerInteraction.gif

3. Learning through multiple engagement

Because the literature review showed that enhancing non-physical skills or personalities are important strategies, I let users to participate different activities to enhance learning through frequently making good choices. The activities are some of young girls' favorite ones during user interview. 

  • Interact with cartoon characters - move or select characters

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Respond with real actions:

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Simulation of practicing skills - virtually practice skills, including skills that they don't necessarily use in the real life:

guitar.jpg

I want users to engage with different body image while they are making accomplishments in different areas.

Stretch avatar's body to engage with multiple body sizes:

stretch.jpg

4. Design as a way to collect data

I also designed this app itself as a way to measure how much it influences user's attitude towards body image. At the beginning, the customization of avatar collect their initial preference and each section user has freedom to reshape avatar's body size through stretching. In this process till the end, the app collects data of how their attitude has been changed.

 

Please play with my digital mockup here:

StretchMe Mockup

Storyline with another character:

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User Testing

I tested the interactive prototype with my users in terms of how it addressed success metrics.  I did observation while them playing and individual interview afterwards. I got positive feedbacks for key interactions and some requests of refining the instruction and prototypes.

 

Outcome Summary

After a one-month follow up study with a group of 20 young girls ages 5 to 8 years old, it's shown that the app prototype had positive impact to their reflection towards body image.

  • Girls who chose skinny avatars at the beginning were more comfortable with diverse body images at the end;
  • Young girls were able to associate body image and their learnings in the game to themselves;
  • Girls showed interests in varies activities in real life, and believed that people with different body image could do them;
  • In a scale of 1 to 5, 25% girls presented improvement of satisfaction to their own body image
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    Learnings (What I would do differently)

    Ensure accessibility no matter who your user is

    Many of the interfaces contains yellow background and characters with yellowish skin color, which has low contrast and hard to distinguish. I didn't realize young users in this age might have vision problems and it should be considered.

    Design and test more variations during ideation stage

    The final ideas are heavily based on initial brainstorms. I should have had more iterations and test with users to ensure quality in the future.

    Make clear and effective success measurement at early stage

    Since this is a complex problem to solve, my initial goal was just to keep user's interests. Although I got positive feedbacks from real users, it turned out that I wasn't sure how effective my design can be.  I will make sure that I make clear and effective metric in the future.

     

    Citation:

    A Program to Promote Positive Body Image: A 1-year Follow-Up Evaluation, Gail L, McVey. 2002

    "There's Nobody Like My Body" A Body Image Program For Early Elementry Students to Prevent Eating Disorder Development, Kelly J Balk. 2012