©2026 Darnell Wilbrink. All Rights Reserved.

Client

Digital Child Rights

Team

Team Aurora

My role

Visual Design · Scribe

Deliverable

Interactive prototype

UX/UIApp DesignTeam ProjectInclusive DesignIterative ProcessPrototyping

What's this about?

For this project we worked with Stichting Digital Child Rights, an organisation that fights for a safe and inclusive internet for kids and young people. They came to us with a clear problem: teens with physical disabilities, like wheelchair users, often struggle to get out and socialise. Online life is easy, but it rarely turns into real-world connections.

Our job was to design something that could bridge that gap, something genuinely useful, safe, and built with those young people in mind.

Design Question

"How can we encourage vulnerable teenagers to go outside and meet peers, through a prototype that bridges their online and offline worlds?"

The problem

·Getting outside is hard when activities aren't built for you

·Meeting new people feels risky without knowing who they are

·Online feels safe, but doesn't lead to real friendships

·There's no trusted space that connects both worlds

What we were aiming for

·A safe digital space that nudges teens toward real-life activities

·Accessible for different types of disabilities

·Trust built through ID verification, no catfishing

·Go at your own pace, no pressure

How we worked

Iterative the whole way through. Research, design, test, repeat.

1

Research

Desk and field research to understand our audience. All insights went into a research report to kick things off.

2

Digging into insights

Stakeholder maps, journey maps, affinity diagrams, empathy maps. Understanding the problem before jumping to solutions.

3

Design sprint

Two weeks of ideas, then narrowing down. We picked the strongest bits and merged them into one concept.

4

Build, test, improve

Prototype in Figma, tested with real users, improved based on feedback including from the client.

Three rounds of testing

Every round something surprised us. Here's how the app evolved.

Round 1Round 1
Round 1

Starting with gamification

Points, badges, activities. Teens liked the energy but screens were too crowded and text-heavy.

→Home screen was confusing

→Map was the most useful thing

→ID verification was clearly needed

→Visuals needed to do more work

Round 2Round 2
Round 2

Getting safer and cleaner

We narrowed the target audience, added ID verification and cleaned up the map. The rewards system got a proper upgrade.

→Tutorial landed well

→Shop was a good motivator

→Wheelchair filters still unclear

→Location sharing must be optional

Round 3
Round 3

Trust and transparency

All about making people feel safe. Parent involvement, official organisations running activities, clearer ID flow.

→Capacity limits now visible

→Dark/light mode added

→Accessibility filters made sense

→UI labels got more consistent

What we ended up building

Four features that each make it a bit easier to take that step from screen to real life.

MapMap

Map

See nearby activities, get directions, check who's going. Organisations post events directly through the app.

Chat & Friends

Chat & Friends

Message people you've met or are planning to meet. Add contacts or report anyone who doesn't feel right.

Challenges & Rewards

Challenges & Rewards

Complete small challenges, earn points, unlock profile customisations. Keeps things fun without feeling forced.

Profile & Verification

Profile & Verification

Personalise your profile and verify your identity. Makes others feel safer too, which is kind of the whole point.

Honestly, what did I think?

This project reminded me that design is never just about how something looks. With a target audience like this, every small decision, a colour, a button label, a font size, has to actually work for them. That made the work feel more meaningful, but also more pressured.

The part I got the most out of was observing the user tests. Watching someone use the prototype you designed, seeing where they hesitate or get confused, is so much more useful than hearing about it second-hand. I'd lean into that even more next time.

Being the scribe felt a bit unglamorous at first, I'll be honest. But it turned out to be one of the most useful roles in the team. Keeping everyone on the same page across a long iterative project is really easy to underestimate.

If I could go back, I'd push myself to back up my visual choices with actual research data sooner. I made a few calls on gut feeling that worked out fine, but having the evidence would've made those conversations a lot easier and my decisions a lot stronger.

Observing real users

Watching people use your prototype beats any kind of team critique.

Scribing matters more than it sounds

Good notes kept our whole team aligned throughout a long project.

Design has to earn its place

Every visual choice needs to work for the user, not just look good.

Back your instincts with data

Trust your gut, but have the receipts to back it up when it counts.

Where could this go?

MySpot has a solid foundation. Here's what I'd want to see happen next.

1

More oversight from real organisations running activities

2

Expand beyond motor disabilities to include more groups

3

Real-time notifications so you don't miss what's happening

4

Better accessibility filters that reflect what users actually need

5

Help tooltips on the trickier screens, not everyone reads instructions

6

Clearer button labels that say what they actually do

7

Make safety features more visible. Users should feel it, not just trust it

8

More control over privacy, let users decide what they share and with who

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