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VOLUNTEER PROJECT FOR FREEWORLD

Designing a mobile learning platform
for formerly incarcerated individuals

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TEAM

Two product design students

Two UX research students

TIMELINE

Fall 2023, 6 weeks

ROLE

Product Designer

DESIGN PROCESS

DEFINE

Problem statement

User persona

IDEATE

Competitive analysis

Sketching

ITERATE

Prototyping

Usability testing

DELIVER

Design-to-

development handoff

CONTEXT

What is FreeWorld?

FreeWorld is a nonprofit helping formerly incarcerated individuals get high wage, high demand jobs in the trucking industry.

 

The organization supports program participants, known as FreeAgents, in obtaining a trucking license. Currently, FreeWorld has limited engagement with program graduates. They want to develop a Post-Program Portal to continue providing career support.

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THE PROBLEM

Interviewing for a new job is already difficult enough.

And formerly incarcerated individuals experience even an even greater disadvantage, due to factors like:

​

  • A criminal record

  • ​A lack of prior or recent work experience

  • Social stigma against formerly incarcerated people

  • Unfamiliarity with the job-search process

  • Self-doubt and uncertainty about career outcomes

OUR GOAL

How might we design a mobile platform to help formerly incarcerated people prepare for truck-driving job interviews?

USER PERSONAS

What is a FreeAgent's post-program journey like?​

FREEAGENT
FRANK

30 / Male

Fred recently graduated from FreeWorld with his CDL-A license and was invited to interview for an entry level trucking job.

 

This will be his first job interview in years. Fred doesn’t know what the interviewer expects, and he has a lot of questions about what to do and say. He has one week to prepare for the interview.

TRAITS

Education level: low

​​​

Technology literacy: low

​​

Anxiety & self-doubt: high

DETAILS
  • Learns best through hands-on experience

  • Was incarcerated for all of his late teen - adult years

  • Social stigma against formerly incarcerated people

  • Primarily uses an older Android phone

  • Reads at a 3rd grade reading level

COMPETITIVE ANALYSIS

How do other platforms deliver content in a clear and engaging way?​

01. CalFresh

​​

Divided content into

multiple short pages

01. Duolingo

​

Incorporated gamification, clever illustrations, and mascots

03. Kahoot

​

A great example

of gamification

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CONTENT ORGANIZATION

Our competitive analysis showed that quick,
bite-sized lessons are more engaging and digestible.

To align with this observation, we organized the interview preparation content provided by FreeWorld into six lessons:

  • ​Lesson 1: Overview

  • ​Lesson 2: What to Wear​​

  • ​Lesson 3: How to Present Yourself​

  • ​Lesson 4: How to Sell Your Skills

  • ​Lesson 5: How to Talk About Your Criminal Background​​

  • ​Lesson 6: What to Ask the Interviewer​

DESIGN IDEATION

How do we determine what's feasible and practical?

We generated ideas quickly using ideation techniques like Crazy 8's and concept sketching. Then we voted on the most promising concepts and arranged them into 3 "levels" of complication​.

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LEVEL 1

Designs that utilize FreeWorld's existing design system.

LEVEL 2

New ideas that diverge from the current system, but are likely achievable​ given FreeWorld's current bandwidth.

LEVEL 3

Designs that require more complex coding capabilities or additional effort from other teams besides design & engineering.

We presented ideas from each level to FreeWorld's UX and engineering teams to determine their feasibility and practicality.

DESIGN DECISIONS

Here's what we found to be most effective in communicating new information to FreeAgents.

Through one round of concept testing and two rounds of usability testing with FreeAgents and FreeWorld employees, we developed a few principles to guide our design decisions.

01.  EMPHASIZE INDIVIDUAL AGENCY AND AUTONOMY OVER LEARNING.

In the Overview lesson, we chose to include an introduction quiz to boost engagement. We tested two variations and found that assessing FreeAgents' initial confidence level, rather than actual knowledge of the topics, encouraged self-reflection.

Option 1

Confidence Quiz​

Option 2

Knowledge Quiz​

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Final Decision

Confidence Quiz​

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02.  INCORPORATE GRAPHICS & ILLUSTRATIONS TO MAINTAIN ENGAGEMENT.

All of the following additions received overwhelmingly positive feedback during all three rounds of testing.

Mascot: E'Neil

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Hand-drawn illustrations

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Use of emojis

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03.  PRESENT AND REINFORCE CONTENT IN MULTIPLE WAYS

When content was presented in multiple ways, participants recalled it more accurately. To support this finding, we developed videos, articles, quizzes, and interactive features such as a voice recorder.

Short videos

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Breaking down examples

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Interactive elements

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PRODUCT DELIVERY

In the end, we met with FreeWorld's engineers to present our designs for implementation.

SPOTLIGHT ON IMPACT

While testing our product during a usability test, a FreeAgent said, "I can actually mention [my history] during the interview? I was thinking in my mind I shouldn't bring it up. I learned some things here."

REFLECTION

This project taught me how to truly listen to users and embrace uncertainty.

As my first client-facing design project that achieved implementation, this experience was especially meaningful. I'm grateful to FreeWorld for trusting me with real responsibility and giving me the chance to learn, grow, and see my work come to life.

Designing for a unique group of users can be challenging but incredibly insightful.

Designing for vulnerable populations means thoughtfully addressing their unique needs, challenges, and sensitivities. Discovering design principles that worked for our specific user group was a key breakthrough.

Sometimes, user testing doesn't go quite according to plan.

During usability testing, we noticed that our participants often focused on the content and wording rather than the designs themselves. Using dummy text instead helped us shift the focus back to our designs.​

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