Blu

MFA Interaction Design at Umeå Institute of Design

Duration: 6 weeks

Service design, Systems design, UX

Teamwork with Jelte Knossen and Laura Bisbe

Client: Polisen, Sweden

Blu encourages youth to talk, ask and act about online life through fun, interactive and informative material. This design came about as the Swedish police were alarmed about the lack of connection with people under 19 as they reside more in the digital than the physical world.

Context

The police in Sweden has become more and more aware of teens and youth, ages 10-19, spending time online. Where they previously would get in touch with this age group through physical visits, they now have no way of reaching them.

The Norwegian police has had pilot projects where police officers will reach out to youth through online gaming platforms and social media, our team explored other ways for the police to get in touch with youth.

Research

Interviews with:

  • 7 teenagers, ages 10-17
  • experts on youth, bullying, criminology & democracy
  • police student on current focus of the police
  • police on the role they play in Swedish society

Magical workshop where making up stories was encouraged to find solutions in situations that feel unsafe.

Workshop

We focused on communicating with parents and kids on their needs during unsafe situations. Through a fictional situation set in a magical land, we aimed at understanding the deeper rooted needs both the minor and the parent feel when feeling unsafe. By setting up a narrative based on magical tools such as potions or charms and heroes that can be made up an assortment of reference images, they could explain how they would solve the problem they encountered.

“It is such a big part of our life- why do we not talk more about life online?”
- teen, age 14

“My kids need to know the dangers of the internet, but it is hard for me as well.”
- parent of teens

“Trust is built through an ongoing conversation- keep that channel open.”
- expert on bullying among teenagers

Key findings

The team at work prototyping different concepts!
Knowledge = empowerment

The difference between placing the burden of responsibility on the victim vs empowering to know when to pull away. The police can play a crucial part in teaching about when someone should be reported to face the consequences and when there is a need for support.

The anatomy of trust

A strong fear of reporting stems out of uncertainty whether it will escalate or end up in victim blaming. No questions asked - whatever happens, the adult should be there for the youth to help out. Teach when something goes wrong, not punish for the behaviour.

Ease of reporting crimes

Digital crimes need a digital way of reporting. It needs to be accessible. A sliding scale of anonymity and consequences is necessary. As the police has a responsibility to pursue crimes, maybe a third party organisation is more suitable when anonymity is desired.

Power, protection and freedom

Youth are growing up to become responsible citizens that help prevent crimes, getting more rights and responsibilities as they grow older. The youth needs to start the conversation. Preventive work is possible through a relationship, where underaged citizens need an adult to talk to.

Sound judgement

What people say they will do and what they actually do in a situation are different. Becoming aware of this difference can improve the actions taken in a tough situation. Engaging ways to teach values lead to a stronger sense of right and wrong, ultimately leading to more responsible adults.

Design overview

System overview of Blu

The game

It is hard to do what you are told to do when doubt settles in. Through a mixed reality game, youth can practice specific situations with friends, and even with parents.

Laura explaining the game structure she designed

The game goes through a set of situations we uncovered during the interviews. Through a system of encouragement (=popularity points) and punishment (= losing popularity points) the player is striving towards the best outcomes.

Contacted by a stranger online, either it is person you might fall in love with and start a safe relationship or it is catfish!

By having parents join the game, we turn the tables by having them go through the same woes. This can lead to a better understanding of the child's actions even when they seem incomprehensible.

The box

Testing the elements of the box

Each year the youth would get a box sent to them with information based on their specific age. As they are growing up, they have more rights and duties in society. The physicality of the box makes it hard to "click away" or ignore.

The box includes a booklet directed to the caregiver or closest adult to the youth. Parents discussed with us that a physical booklet helps to return to information when life is at its most hectic. Referencing for instance information that is sent out by Systembolaget on how to talk to your child about alcohol, made parents aware of the advantages over a website.

The app

When questions arise, asking an adult can be a big threshold. Will there be blame? Misunderstanding?

By making information readily available, anyone at any age can look up what it is, if it illegal (something that even adults struggle with to define) and what can be done.

Being able to also look up the process of reporting someone or what would happen if the police is notified, gives a sense of calm. The transparency ion the process can familiarise any user to what to expect and remove fear of repercussions, a common obstacle to report someone.

Graphic design

Colour choices based on symbolic meaning

Clear colours were chosen to convey a youthfulness and a sense of accessibility. It lightens the mood while introducing tough subjects.

The graphics are based on comic book styles to make the characters in the game more abstract and thus easier to empathise with.

End result