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UX Research & Interaction Design

Op Jezelf
Preparing teens for independent living

A gamified app for teenagers in Friesland aged 14-17, helping them build the practical and emotional skills needed for independent living, from budgeting and household tasks to managing anxiety about growing up.

Project typeClient project + continuation
Timeline7-week brief + 5-month continuation (full version March 2026)
Team4 people - 1 programmer, 2 designers, 1 researcher/lead
My roleLead Researcher, Team Lead, Illustrator
Tools
FigmaUsability TestingInterviewsCo-creation

The gap teenagers
fall into

Many teenagers in Friesland aged 14-17 lack practical preparation for independent living. They underestimate real-life costs, feel overwhelmed by daily responsibilities like chores and routines, and experience genuine anxiety about the transition to adulthood.

This gap increases the risk of financial mistakes and early debt - but it's not just practical. The emotional weight of feeling unprepared is just as significant as the knowledge gap itself.

What we were
asked to build

The client brief, delivered through NHL Stenden, asked us to create a concept, visual design, and functional prototype in seven weeks. Following delivery, we were hired for a five-month continuation to develop the full version, scheduled for release in March 2026.

I took on lead researcher, team lead, and illustrator roles in a four-person team alongside two UI/UX designers and a programmer.

Research approach

Methods map - double diamond

Qualitative / generative
Participatory
Secondary / desk research
Synthesis / framework
Evaluative / testing
Discover - understanding users
Qualitative interviews (n=10) Diary study - 7 days Quiz / knowledge test Generative art session
Define - synthesising insights
Empathy mapping Personas AEIOU framework Maslow's hierarchy Fogg behaviour model Octalysis framework
Develop - exploring solutions
Desk research Comparative analysis Card sorting Co-creation sessions Critique feedback session
Deliver - testing and refining
Usability testing (n=3) MoSCoW prioritisation Pilot test (19/06/2025)
Across phases
UX pattern library review AEIOU synthesis Secondary research

Diary study + interviews - n=10

Unexpected expense types

Co-creation sessions - n=10

Most desired app features

Qualitative interviews - n=10

Emotional landscape of participants

Overwhelmed26.7%
Curious20.0%
Anxious20.0%
Lonely13.3%
Confident13.3%
Proud6.7%

Interviews, diary study, generative sessions - qualitative

What teens wish they'd known

It's okay to ask for help "Independence doesn't mean doing everything alone."
Costs are higher than expected "Rent, furniture, bills - it adds up fast and nobody told us."
Daily tasks take real time "Cleaning and cooking on top of work is exhausting."
Problem-solving builds confidence "Fixing things yourself is hard but rewarding."
Taxes and benefits are confusing "Nobody explains toeslagen or income tax in school."
Your space affects your mood "Making it feel like home actually helps with the stress."

Mixed methods
approach

We ran interviews, diary studies, quizzes, usability tests, co-creation sessions, and desk research. The mixed-method approach was intentional - financial literacy and emotional readiness are intertwined, and single-method research would have missed half the picture.

Research showed teens most wanted: budgeting tools (9 mentions), peer advice (8 mentions), routine planning (6 mentions), and short tips (6 mentions). Emotionally, the dominant states were overwhelmed (26.7%), curious (20%), and anxious (20%).

What the data
actually said

The biggest unexpected expenses teens faced were rent/deposits, utilities, and furniture - categories they had almost no mental model for. Peer support and relatable stories proved to be motivating anchors for learning.

Anxiety and uncertainty were recurring themes. Teens didn't just need information - they needed the experience to feel approachable and normalising, not daunting.

Translating research
into features

The budgeting feature used realistic everyday expenses - rent, utilities, groceries, insurance - to let teens safely practice financial planning in a consequence-free environment. Most participants had no mental model for what independent living costs, and abstract advice wasn't going to fix that.

Chores and routines were framed as small, achievable tasks supported by light gamification and rewards. Overwhelming someone with a full list of adult responsibilities produces paralysis, not preparation - breaking it into daily micro-tasks with visible progress keeps motivation intact.

Because anxiety was a recurring theme, the design leaned into peer stories and relatable scenarios rather than instructional content. Visual consequences - showing what happens when a bill goes unpaid or a budget runs out - gave decisions real weight without real risk, while humor and interactive moments kept the tone approachable throughout.

Op Jezelf poster
Profil Quiz Municipality Floorplan

What testing
changed

The Figma prototype was tested with teenagers in the 14-17 target group through multiple usability sessions and a classroom pilot. Testing surfaced confusion around guidance, unclear next steps, and a narrative gap - how to manage expenses without income.

These findings drove clearer onboarding, improved task structure, and more transparent feedback within the decision flow. Iterative refinement kept the experience grounded in the practical realities teens actually face.

Where the
project landed

The app is currently in full development, with release scheduled for March 2026. The research-informed design decisions successfully translated into a prototype that engages teens while teaching practical financial and life skills.

What worked: integrating research insights directly into design, creating relatable scenarios, and using humor and interactive feedback to reduce anxiety. What I'd improve: broader testing with a larger, more diverse group of teens to strengthen validation.

Reflection

This project reinforced that good design research isn't just about uncovering what people need - it's about understanding the emotional context those needs exist in. The financial literacy problem was also an anxiety problem, and addressing only one would have produced a worse product.

Next project Emma ↗