Ona the Sphere

Project Brief — Create a tangible artifact within the topic of Tech Ed
Role — UX Designer, Product Designer
Methods — MoSCoW, Crazy 8, Double Diamond, Qualitative Research, User Testing, Attitudinal & Behavioral Analysis
Studies — Tangible & Embodied Interaction, Interaction Design Bachelor

Ona the Sphere is a tool used for encouraging sex-related discussions by prompting customized questions asked by students in sex ed. The product anonymously gathers questions which creates a protected environment for students to ask private questions. The students interact with the artifact through a shaking motion and accordingly the artifact prompt a randomized question. Facilitated by a teacher, the tool is passed amongst students to initiate conversations regarding sex-related topics.

Research

The project began with research to identify and understand the challenges in how sex education is currently taught. Since we did not have direct access to our target audience, students aged 11-16, we relied on insights from extensive desktop research. This revealed a key issue: sex education often fails to address relevant and topical subjects, instead focusing heavily on the negatives of having sex. Students expressed a desire for discussions that reflect contemporary societal topics, such as gender roles and pornography. To refine our problem statement and set a direction for designing a meaningful solution, we developed the HMW question: ‘How might we create a tangible tool that generates SexEd discussions based on questions asked by the students?’

Students feel that sex ed does not teach topical subjects and focuses too much on the negatives of having sex”

Product Design

I led the development of the product design, beginning with hand-drawn sketches that evolved through iterative refinements. Various materials, including textiles and wood, were explored during the prototyping phase. Foam prototypes were tested to ensure accurate dimensions and optimal user comfort. For the final form, 3D printing was chosen as the most suitable method. I created a detailed 3D model using Cinema 4D, which was then realized through 3D printing.

User Test

The tests involved three to four participants within the age range of 19-32. However, due to challenges in recruiting within this specific demographic, we included an older focus group, which spanned a wider age range. The goal of the user testing was to observe participants’ interactions with the product and their interactions with one another.

Participants were instructed to write down their questions of curiosity on paper notes and place them inside the empty prototype. After placing the questions, each participant read a question aloud, discussed it, and passed it to the next person. As intended, participants shook the prototype to 'mix' the questions, which demonstrated their engagement with the interactive feature.

Behavioral analysis and user interviews revealed that the product acted as an effective catalyst for discussion. However, once the conversation began, participants tended to forget about the prototype. In fact, when they returned to using the product, they often lost track of the turn order, which indicated that their focus had shifted to the discussion itself.

It felt safe because of the possibility of asking questions without being judged by other participants.
— Participant
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