Case study
2018 ➝ 2019
Pense Grande Digital
Pense Grande is a Telefônica Vivo Foundation program that seeks to disseminate social entrepreneurship among low-income youth. It already existed as an in-person educational program, with teachers who supported students on this journey. While working at Eólica, my challenge was to transpose this training into the digital environment experience, expanding its reach throughout Brazil. Together with a team of product manager, writer and researcher.
Context
Pense Grande Digital was an existing program from Telefônica Vivo Foundation that aims to teach young people to be social entrepreneurs and transform the community that they are inserted in, creating their own growth opportunities. Through a design thinking process, this platform transformed the offline in-person training of Pense Grande, into a digital journey, expanding the project's reach throughout Brazil. The new proposal maintains the original entrepreneurial content, but provides learning autonomy, greater engagement through a gamified model and expands social interaction.
Process
We were responsible for analyzing the existing training, mapping the young people's learning needs, focusing the language on the trainer to speak directly to the young person and inserting references that would engage the target audience.
Discovery
We did an extensive discovery, with benchmarks, desk research, studying all the existing trainning material, doing interviews with the educators, users and students. Our main highlights from the discovery phase were the workshops done with the teenagers in the schools, where we could map all pain points, which led to our prioritizations and then we could evolve for defining the project scope, user journey and deep dive on how it would work.
Wireframes
After an extensive discovery, we could start exploring our delivery phase, designing the game strategy, user flow and main navigation steps. Together with the educators, we were also defining the strategy behind each chapter and the learning journey of the students.
Steps of the learning journey
Usability and guerrilha tests
With the prototypes, we did several rounds of usability test in loco with groups of students that were already on Pense Grande original project.