Eduka App

Eduka addresses the need for better education on Gender Violence and sexism’s impact on pre-teens.

Through quizzes and videos, the app raises awareness among young users for a brighter future.

Rol: Co UX Designer - UI Designer

Methodology: Design Thinking

Tools: Figma, FigJam

Date: 2024

Demo Video

Context

Eduka is the result of a collaborative UX research process combined with my individual work in UI design. Using Design Thinking as a foundation, I worked closely with a team to shape and refine the user experience and then translated those insights into a cohesive and thoughtful interface.

The Challenge

The challenge we set out to tackle was ambitious: designing an app that addresses gender-based violence and sexism in today’s society. Our goal was to create a tool that doesn’t just inform, but actively supports users, offering accessible resources, educational content and a safe space to raise awareness around these issues.

From the outset, we focused on building something that feels intuitive and empowering. The app is designed to help users better understand, recognize and respond to situations involving discrimination or violence, while making support easy to access.

Discover

At the start of the research, we focused on truly understanding the problem. We carried out desk research and netnography to explore what is already being said and done around gender violence and sexism.

We then spoke directly with people through surveys and interviews to better understand their opinions, experiences and needs.

The insights were clear: most participants saw education as the most effective way to address the issue. For this reason, we decided to focus on pre-teens, reaching them at an age when their values are still being shaped.

We also identified an opportunity to make the experience more engaging. Incorporating elements of gamification felt like a natural way to help users connect with the topic in a more interactive and accessible way.

Define

After the observation phase, where we explored real users’ perspectives, we created a user persona to better understand our audience. We then defined this user’s needs and mapped out their potential customer journey.

This helped us build a clearer picture of who we were designing for, allowing us to shape our solutions in a more focused and relevant way.

Ideate

To better understand our position in the market, we also carried out competitor analysis through benchmarking, along with a SWOT analysis and a Value and Business Proposition Canvas.

Design

Low fidelity wireframes

The onboarding

Finally, in the design phase, I developed an educational app from scratch for schools, facilitating participation in quizzes on gender violence and dynamics for both teachers and students, aiming to raise awareness. The app also includes an educational video section, linked to each quiz, reinforcing learning outcomes from the game.

The participation in the app is also reinforced by friendly competitive rankings and little prizes for the winner of the class

Conclusion

As a UX/UI designer, I focused on creating an engaging and easy-to-use platform, with the goal of designing a clear and intuitive experience that smoothly guides users through the educational content.

Through simple navigation and thoughtful design decisions, the interface encourages users to explore and learn at their own pace, resulting in:

  • An engaging and easy-to-use platform tailored for young users
  • A clear and intuitive experience that supports learning
  • Encouragement of exploration through simple and thoughtful interactions
  • Better understanding of gender-based issues
  • Increased confidence in responding to these situations