In this post, I am going to show the journey that I had been through in order to tackle ‘Cyberbullying’ and how I end up with a solution for it. To help myself I use the DD Method.
DISCOVER
During my research, I define some research goals to investigate:
1. Define people's common behaviours when interacting to screen in Australia and Worldwide.
2. Determines people’s mains activities
3. Determine people’s biggest consequences when interacting with a screen
4. Understand how people interact with each other with the screen.
5. Understanding people’s needs when interacting with the screen.
6. Empathize with people’s pains when being cyberbullied.
Main Findings
(in order to see the whole discovery section please refer to this article )
- 95% of teens in Australia are connected to the internet, and 85% are social media users.
- There is a general misunderstanding of exactly what cyberbullying is and people don’t know to detect it when is happening.
- 1 in 5 Australian young people reported being socially excluded, threatened or abused online
- 1 in 5 Australian young people (15% of kids, 24% of teens) admitted behaving in a negative way to a peer online — such as calling them names, deliberately excluding them, or spreading lies or rumours. Of these, more than 90% had had a negative online experience themselves.
- A 2019 study* asked students to indicate on which social media platforms they had experienced cyberbullying, and here are the results:
The 5 Why’s
Problem: Kids suffer from cyberbullying.
Why is this happening? Because they are virtually exposed.
Why is that? Because they are social media users.
Why is that? Because they want to be connected to the modern world.
Why is that? Because they feel a social engagement.
WHY IS THAT? Because the main channel of socializing for teens in this modern world is through social media.
DEFINE
Problem: When using social media kids are vulnerable to being cyberbullied.
Solution: Learning App. Will give kids the skills they need to socialize in an online world.
Audience: Tweens and teens that start interacting with social media for the first time
Why will it succeed: I will track the success measuring how many kids download the app and with tests and quizzes allow the app to measure kids’ performance and evaluate how well they understood the concepts in each module
DEVELOP
-Exploring possible solutions. Strengths and Threats
1.Awareness Campaign
Strengths
Increase concern massively to children, educators and parents.
Threats
Is too general
Raises aware for short periods
Don’t have any tools or resources to learn how to prevent cyberbullying
2.AI App to detect when cyberbullying
Strengths
Stop the action of bullying immediately
Threats
Only focus on bullies
Is hard to measure when is bullying or not.
Prevent bullies but does not teach them any values
3.Learning App. Using gamification
Strengths
Give kids the skills they need to be safe online
Teach them about values and ethics. Improve kids to live in the community.
Help parents and educators to teach their kids
Threats
Parents and educator don’t have an interest in preventing cyberbullying
4.Parental control
Strengths
Kids will be shielded from risks and potential harms.
You can control and see everything the interactions that your kid do with any device
Threats
Parents can’t protect children 24/7
Kids will be socially isolated
Kids don’t learn about the risk of social media
-Learning App. Using gamification
Of all the possible solutions I realized that this one is the strongest to tackle cyberbullying. I believe that the idea of learning by playing is simple and the kids will easily engage in it. In addition, will be a useful resource to facilitate parents and educators when teaching about online safety.
Social Guru App
Mission: To help children become more knowledgeable about what social media are like.
How? Using gamification based on a learning program.
About the learning program: The learning program will consist of a platform where users have to complete and unlock different modules. Each module includes a game lesson that will teach the user a new skill by challenging through quizzes and competitions. Users will be rewarded with points by completing the different modules.
The fundamentals of the modules:
GENERAL:
· Identity: Create an account, user profile
· Security: passwords, privacy
· Share: What you share online and what face to face.
· Behave: How we should behave online with other ones.
· Counterfeit: Differentiate what is fake or real
· Witness: Are you going to intervene or be invisible?
· Act: Talking with someone when seeing something that makes you feel uncomfortable.
SPECIFICS APPS:
These modules will teach the main interactions of the apps that kids most use.
· Snaptchat
· YouTube
· Gmail
Cyberbullying is the result of this new social era. Parents and educators never experienced what their kids are dealing and may be hard for them to know what the right thing is to do. By giving them this App, will guide and help them to educate their children’s when interacting through social media.
User Journey Map
Before starting with the prototype I decided to do a user map to understand the main necessities of my target audience when interacting with the App for the first time.
Prototype
CONCLUSION
Through this assessment, I could learn how to apply all the methods of the design thinking process that I had already learnt in other subjects during my studies at Billy Blue. DD method is a really wide method where you can choose a different path to solve the problem that you have.
While doing the discovery one of the tools that I decided to apply the 5 Whys. It was the first time that I used that tool and make me realized that was really helpful. I could understand what was the real problem that I have to focus on. I believe that when finishing doing that method I could already jump into the Define phase.
When I first started studying at Billy Blue, I was a little bit annoyed that in every subject we have to apply the design thinking method. But then with the time, I realized the importance that has and also if you follow the steps, the positive results that have on your design. I believe that more time I go through the process of design thinking to solve my problems, more efficient my solutions become. The benefit of the design thinking process is that is really wide and you can constantly change the tools you use and also you can create your own ones depending on the project.
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