Haven is a speculative app for LGBTQ+ youth to build their critical thinking skills, support systems, and situational awareness as they plan to come out. The prototype was created as part of a senior-level interface design course at SFU’s SIAT design school. In the first meeting of this 8 week project, I challenged my team to decide on a meaningful audience before searching for market justifications. The team agreed on the LGBTQ+ community, and Haven was born.
Queer youth face significant physical and mental health crises due to the lack of familial acceptance. According to the UCLA, LGBTQ+ youth make up more than a third of all unhoused people, with 46% of them having left home due to family rejection.
“Preparing to come out is one of the most stressful experiences I have gone through... [there’s this] fear of being ostracized”
— Eugene Lee Yang, Why I’m coming out as gay
“I would think about coming out [to my parents] in the shower... it was too much to keep in my head, but I didn’t have somewhere I felt safe putting it.”
— Interviewee
“Not everyone will react the same and you never come out once. The first time is the scariest but from then you may have to come out to new friends or distant family members.”
— Survey response
This apprehensive teen wants to live openly as bisexual, but is afraid of what their situation might be if they get outed to some of their family. As my team combined research and personal experiences to create this persona, I leveraged my experience working with parents and children to inform their fears about privacy, both physical and digital.
Knowing where to intervene was challenging. During our first sprint we created a key actors map where I identified the preparation & evaluation stages as the most actionable area to support users. By the time we had created our final journeymap, the scope was reduced to preparation because it more responsible to let users self-evaluate their situations.
During research, we found many great offerings from The Trevor Project, PFlag, and The Human Rights Center, but I felt they all could better engage a younger demographic with a mobile-first approach.
Even though they weren’t required, I coordinated design sprints for my team. Together, we defined sprint questions, wrote HMW’s, grouped them with affinity diagramming, and did multiple solution sketches. By the end of the 4 day sprint, multiple paper prototypes had been produced.
Over the next two sprints, I oversaw storyboarding while prototyping, and conducted user testing to improve Haven’s main flows.
“As a queer youth, I need a place to review my information, and to track what I still need to plan for.”
Representing “progress” as a set of pre-determined steps isn’t ethical because coming out isn’t a set path. Felt too close to a generic task-tracking app.
While my teamates adapted content from The Trevor Project, I stripped out unnecessary task-tracking features. As a result the plan page was more straightforward but still too linear.
I prototyped an interactive version that used progressive disclosure to collapse each category ahead of a desk crit. Feedback from designers at SAP was that too much was being hidden, and the design was over-complicated.
My objective for the Plan page was to highlight how far users have come, not how much they have left. Minimized headings grow as users engage with content so their information is automatically organized in one place.
Headings were rephrased as questions to make content more inviting, and reinforce the need for self evaluation.
While visual design was defined in figma, I imported the UI into Invision studio because it offered more control* over complex interactions and motion design.
*In 2019. Figma offers comparable benefits now.
I was alarmed by early tests because users weren't engaging with the prompts, leading to no self-reflection. Over sprint 2 and 3 I investigated the problem and tested several solutions. “Blank canvas paralysis” created initial resistance, so I reduced the large text area to a simple field and added optional suggestions. After seeing only small improvements, I hypothesized that visualizing responses as messages could prime users to think conversationally. This was by far the most succesful improvement and doubled engagement.
Testers struggled to recall where their information was being saved. Realizing this was a continuity issue, I drew focus to the relevant icon while user info was being saved. This change, while small, improved navigation accuracy by nearly +45% when testers were asked to find their saved responses.
Haven’s goal is to pose questions, to provide some answers, and to build trust with youth by preparing them to make their own decisions. Videos, activities, and extra resources create a multi-modal scaffold for learning. I payed keen attention to details, like ensuring videos are muted by default, and opened links circumvent search history by using an in-app browser.
Completing activites in any order automatically organizes critical information in a single place.
User safety is always my first priority. The interaction I’m proudest of designing is Haven’s ability to conceal itself in case someone comes snooping.
Haven has a strong visual identity, but was created before I had an understanding of using design systems or accessibility criteria. If this app were to be fully developed, my first priotity would be to redesign the UI by removing low-contrast text and creating a unified design system.
Over the course of this project, I picked up new tools like persona spectrums and mental model diagrams. I challenged myself to lead a design team by organizing sprints, and I gained a new understanding of how powerful design is when projects represent the values and idenities of their team.
I’d like to thank my wonderful team of friends for sharing their experience and energy. I am a better designer, ally, and human because of you.