SAFE is the new COOL – Interactive Guide
2021 – ILLUSTRATION UX/UI DESIGN
PROJECT collaborator: ARINA STOENESCU
Introduction
High school marks a transformative period for adolescents, characterized by significant emotional, mental, and social shifts. Recognizing a gap in accessible, reliable information on drug experimentation, this project emerged as a vital resource for teens grappling with curiosity about drugs amidst societal taboos. With a focus on English-speaking high school students, particularly in regions where drug discussions are avoided, the project underscores the ethos that informed decisions can significantly impact one’s wellbeing.
Click to go to site: https://safeguide.andreeabindar.se/
Project Objective
The essence of this initiative is to foster responsible decision-making among teenagers considering drug use. Transitioning from middle to high school brings a slew of questions and curiosities, often left unanswered by traditional educational or familial sources. This guide aims to fill that void, providing nuanced insights into drug use without resorting to fear-inducing tactics. It champions a peer-to-peer communicative style, ensuring the content is both relatable and respectful to its audience.
Inclusive Research Methodology
Key to the project’s foundation was an exhaustive research phase, encompassing interviews with individuals experienced with drugs and collaboration with a Romanian psychologist, Arina Stoenescu. This ensured the guide’s tone was empathetic and informative, fostering an environment of understanding rather than judgment. The selection of drugs discussed was meticulously determined through this research, prioritizing relevance and impact on the target demographic.
Social Impact and Long-term Vision
Beyond individual empowerment, the guide aspires to contribute to societal well-being. By equipping teenagers with knowledge and fostering thoughtful decision-making, it indirectly aims to mitigate issues often linked to uninformed drug use, such as domestic violence and crime. This vision extends to nurturing a culture of care, social cohesion, and inclusivity among adolescents.
Content Strategy and Personal Narratives
Central to the guide’s approach is the incorporation of real-life experiences, offering readers a tapestry of perspectives on drug use. These narratives not only enrich the guide’s content but also validate the feelings and questions of the reader, building a bridge of empathy and understanding across shared experiences.
Illustrative and Interactive Design
The project leverages digital illustration to visually articulate scenarios related to cannabis, cocaine, and ecstasy use—the most prevalent drugs among Romanian youth. This choice of medium enhances the guide’s engagement factor, while the use of Twine for interactive storytelling transforms the resource into an immersive educational tool. The illustrations and interactive design work in tandem to create a compelling, user-centered experience.
Scenario Development and User Experience
Crafting six distinct scenarios for the three drugs, the project dives deep into possible experiences users might encounter. Each scenario is designed with the dual aim of education and engagement, ensuring that users not only learn but also apply their understanding in simulated environments. This approach exemplifies the project’s commitment to experiential learning.
Technological Integration and Accessibility
By choosing Twine as the platform for this interactive guide, the project stands at the intersection of technology and education. The decision to host the guide online maximizes accessibility, allowing teenagers to explore the content in a private, self-paced manner. This technological choice underscores the project’s alignment with modern learning preferences and digital literacy trends.
Reflections
The collaborative nature of this project, involving co-creation with peers and experts, highlights the multidisciplinary approach essential in addressing complex social issues. The shared learning experience not only enriched the project outcome but also underscored the value of interdisciplinary engagement in service design. As a manager in service design, this project exemplifies the impactful intersection of UX research, design thinking, and societal benefit—elements central to innovative solutions in the consulting industry.