School Wellness App Design
Upper secondary - 15-18 years old - Duration: 3 sessions of 60 min.
Introductory question
If you could create a digital tool to help your colleagues feel better, healthier and connected, what functions would it have and why?
Explanatory summary
This project fuses technology, empathy and problem solving. Students will apply **Design Thinking** to conceptualize and prototype a mobile application (app) focused on improving wellness in their school community. The goal is to create wireframes (screen sketches) that address real needs for healthy habits and peer-to-peer support, considering **universal accessibility** and **digital ethics** from the outset.
Skills to be developed
- Cognitive: Design thinking, complex problem solving, digital literacy and technology ethics assessment.
- Socioemotional: Empathy, collaboration, assertive communication and perspective taking.
- Internships: Low fidelity prototyping (wireframing), interface design (UI) and user experience (UX).
Related standards: ISTE (Innovative Designer), UNESCO SDG 3 (Health and Wellness).
Learning objectives
- Analyze the welfare needs of the school community through research techniques.
- Design a value proposition and the key functionalities of a user-centric app.
- Create low-fidelity prototypes (wireframes) applying accessibility principles.
- Evaluate the ethical implications of the design, considering data privacy and social impact.
Materials
| Economical (Recycled) | Standard | Pro (Digital) |
|---|---|---|
| Paper, colored pencils, markers, sticky notes, cardboard to simulate devices. | Whiteboard or flipchart, printed wireframe templates, internet access for research. | Free prototyping software such as Figma or Miro, graphics tablets, projectors. |
Prioritizes responsible use and supervision in digital options. Encourages the use of recycled paper.
Step-by-step procedure
- Phase 1: Research and Empathy - Identify real problems and needs. (60 min)
- Discuss as a group what «school wellness» means.
- Create «user personas» (fictitious user profiles) representing different students.
- Brainstorming the challenges and opportunities for wellness.
- Phase 2: Ideation and Design - Conceptualize the solution and sketch. (60 min)
- Define the 3 main functionalities of the app.
- Sketch on paper the key screens (wireframes): login, main screen, a featured function, profile.
- Create a simple user flow map that connects the screens.
- Phase 3: Prototyping and Ethics - Refine and present the proposal. (60 min)
- Refine wireframes, adding notes on accessibility (e.g. alternative text, color contrast).
- Discuss ethics: How will user data be protected? How will misuse be prevented?
- Prepare and deliver a 5-minute presentation of the app concept to the rest of the class.
Formative evaluation
Use these questions to guide reflection during and after the project:
- How does your design respond to a real need identified in the research phase?
- How does your prototype consider accessibility for differently abled users?
- What ethical dilemma was the most important to consider in your app and how would you address it?
Evidence to be collected: User persona sketches, flowcharts, paper or digital wireframes, and the final presentation.
Evaluation rubric
| Criteria | Initial | Basic | Advanced | Expert |
|---|---|---|---|---|
| Analysis | Identifies superficial needs. | Describes user requirements in some detail. | Analyzes complex and diverse needs. | Synthesizes needs from multiple perspectives in an empathetic manner. |
| Prototype | Confusing or incomplete wireframes. | Functional wireframes but with usability flaws. | Clear, usable and well-structured wireframes. | Intuitive prototype that considers a complete user flow. |
| Innovation | Proposes generic functions. | Adapts existing functions in a simple way. | Combine ideas in an original way. | It proposes a truly novel and well-justified solution. |
| Ethics and Accessibility | It superficially mentions ethics or accessibility. | It applies a basic principle of ethics or accessibility. | It integrates several principles in a coherent manner. | The design is fundamentally guided by ethics and inclusiveness. |
Differentiation
- Supports: Provide wireframe templates with predefined UI elements, accessibility checklists and defined roles within teams.
- Extensions: Create a high-fidelity interactive prototype using a digital tool such as Figma.
- Challenges: Develop a 1-minute business pitch for the app, including an ethical and sustainable monetization model.
Connections to daily life
- Health: Promotes self-management of mental and physical health and awareness of healthy habits.
- Values: Promotes empathy, mutual support, digital responsibility and community care.
Safety and sustainability
It is crucial to discuss the importance of personal and health data privacy. Address issues such as informed consent, cyberbullying and responsible use of screen time. From a sustainability perspective, prototyping with recycled materials is promoted to minimize waste.
