Designing Socially Impactful Digital Experiences
summary
Builds a real mobile sex‑education game called SenseU that uses an instant‑messaging mechanic, implemented in Phaser/JavaScript. Targets college students 18–25 after empirical research with 160 survey responses and a 40‑person RA survey showing >60% use text to communicate. Prototype undergoes multiple user tests, players report it feels like real conversation, and work continues with iterations, educator partnerships and planned content expansion.
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chapters (25)
- 0:00Start
- 0:42A little about me
- 3:32Travel
- 3:59Communication
- 4:23Healthcare & abilities
- 6:53Platitudes
- 7:33Instant gratification
- 8:07Privilege
- 9:41Social media
- 11:25Project Loon
- 13:31Homeless Wifi hotspots
- 18:06US sex ed
- 19:48Books & curricula
- 20:06What I learned
- 24:00Competitive research
- 25:21Curriculum
- 26:01Ideation
- 26:34Prototyping
- 28:30Resident assistant survey
- 30:09Design goals
- 30:41The result
- 31:32Testing
- 32:41What's next for SenseU
- 41:38In summary
- 42:24Advice to remember
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