Save the Children engaged Jtribe to help create a pilot app for children that aims to raise emergency awareness and empower children to act in an emergency situation.
Given the projects broad initiatives and KPI’s, we all agreed it would be more effective if we aimed to address the “emergency awareness” space rather than address the infinite user contexts of acting in an emergency situation.
After refining our user journey map to better understand the status quo around current emergency preparedness efforts, our “Decider” chose to focus on the classroom context as research had shown this to be the most influential touch point.
We had all proposed a range of different solution design concepts. Some ideas conceptualised were interactive meeting point maps, choose your own path personalised videos, emergency mini-game challenges and AR emergency hazards.
After discussing as a group and collectively reflecting on which concept could best answer some of the HMW questions, we all cast our vote and decided to move forward with the mini-games concept. The basic premise was to “play and plan”, giving users the ability to generate personalised plan’s by playing through emergency mini-game scenarios.
Having one day to prototype a mini-game and a plan seemed like an impossible task. We had to be creative. We re-used and digitally transcribed an existing emergency preparation heuristic called a “Go Bag”. A Go Bag is a bag on standby that’s full of emergency items to assist survival chances. We drew from existing psychological principles around mnemonics, by getting users to relate visual systems and cues to improve memory retention.
Time was running low, so we opted to design a low-fi quiz that aimed to get kids to think about useful items to take if there was a bush fire.
We used our learnings from the product design sprint to serve as valuable inputs for the initial backlog and MVP. We’re now at the fourth iteration and have continued to evolve and shape the product while securing further funding and doubling some of the learning based KPI’s.
What was originally a low-fi quiz game has evolved and been re-imagined as a highly interactive mini-game where the users try and catch the falling useful items into their “Go Bag” while attempting to discard the irrelevant ones.