Buddy
A Mobile app empowering youth navigating the foster care system to know their rights.
PROJECT AT A GLANCE
Designed a mobile app for youth in foster care, leading iterative usability testing to refine gamification, improve comprehension of critical resources, and simplify a complex set of rights into a clear, accessible experience.
Role:
Sole UX/Ui Designer
Figma
Timeline:
4 Months – 2021 Concept, 2024 Design
Client:
Personal Passion Project for AIGA Program
My Why /
In 2023, over 527,000 children spent time in the U.S. foster care system, with many facing severe trauma, depression, and isolation.
PRODUCT SOLUTION
01/
How will kids know their rights?
Make learning easy & fun.
Turn learning into a game with fun challenges and rewards.
Break down complex topics into simple, clear steps.
Spark curiosity with bright, engaging visuals.
02/
How will kids stand up for their rights?
Connect them to real-world help.
Matches kids with the right support, based on their needs and location.
One-tap access to trusted professionals.
Kid-friendly categories and filters for easy searching.
03/
How will kids find a stable support network?
Build bridges to safe, trusted communities.
Guides kids through the app with a friendly animal companion, making the experience welcoming and reassuring.
Connects kids with trusted adults and peers who understand their journey.
Provides a safe forum to share stories, tips, and foster family experiences.
Designing for Impact
Challenge
Youth in foster care face trauma, depression, and isolation, often worsened when their rights are unclear or violated, such as through unsafe placements or lack of support.
Hypothesis
If youth had clear, accessible information and tools about their rights, they could better advocate for themselves and improve their well-being.
Goal
Empower youth in foster care to understand and exercise their rights by providing the information, tools, and assistance needed to confidently navigate their situation.
WHITE PAPER RESEARCH
Understanding youth in foster care begins with their stories.
Synthesizing insights into actionable user needs.
Research identified a mobile app as the most effective way to reach youth in foster care.
PRODUCT EXPLORATION
42% of kids have phones by age 10, 72% by age 12, and 91% by age 14
The average amount of time spent on smart phones by US children ages 8-18 is roughly 2-3 hours daily
Visualizing youth experiences to guide meaningful design.
PERSONAS & USER JOURNEYS
Youth deserve tools designed for them, not just about them.
COMPETITIVE AUDIT
DESIGN UPDATE
01/
How will kids know their rights?
DESIGN UPDATE
02/
How will kids stand up for their rights?
DESIGN UPDATE
03/
How will kids find a stable support network?
What I Learned Along the Way
Simplifying Complexity
Youth in foster care face trauma, depression, and isolation, often worsened when their rights are unclear or violated, such as through unsafe placements or lack of support.
Guided
Exploration
Strengthened my skill in balancing guidance and exploration so users can discover content at their own pace without feeling lost or overwhelmed.
Insight-Driven Problem Solving
Honed my approach to prioritizing insights and translating them into actionable improvements, strengthening my problem-solving skills.
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