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An engaging platform dedicated to high school girls who are embarking on their college journey but face challenges in STEM subjects. Through our unique scaffold learning approach, you'll learn from videos made by girls your own age, making complex concepts more relatable and fun. Master each subject at your pace, test your understanding through quizzes and games, and confidently progress to the next level. Start your STEM journey with us and empower your future!

My Role - UX/UI Designer

Timeline - 8 weeks

Tools Used - Figma, Adobe Creative Suite, Canvas,  Final Cut Pro

OS - Apple IOS


The Design thinking methodology was ideal for designing an app to re-engage high school girls in science due to its user-centric and empathetic approach. It promotes collaboration with users during design, encouraging ownership and engagement. The iterative process allows for prototyping, testing, and refinement based on user feedback, leading to innovative solutions that align closely with users' needs. Furthermore, it helps mitigate risks by identifying potential issues early, saving resources and enhancing the final user experience.

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  • The participant must be currently enrolled in or have graduated from a high school in the United States.

  • The participant must be between the ages of 16 and 24 at the time of the study.

  • The participant must express a desire to pursue higher education, specifically attending college or university.

  • The participant must reside in the United States of America.

  • The participant must be fluent in English.


In-Person Interview

Research Online





I have confirmed through my secondary research that raising interest in STEM subjects for high school girls requires an immediate response in order to change the perception that girls do not belong in STEM fields.



Additional research will provide me with insight into what prevents girls from pursuing interests in STEM to the point that they do not even consider it as a career option.



Further research should be conducted in order to identify opportunities for growth by utilizing digital technology.


In high school, a significant number of female students lose interest in STEM subjects. Many young women are unable to pursue careers in STEM as a result of this loss of interest in the field. Several factors contribute to the problem, including a lack of support, negative stereotypes, a lack of role models, and inadequate teachers.


Girls report less self-confidence during middle school in math and science than boys. In the same way, children, and especially girls, develop the belief that they cannot pursue particular occupations because they perceive them as inappropriate for their gender. In addition, well-documented gender differences exist in the importance that women and men place on doing work that contributes to society, with women more likely than men to prefer work with a clear social purpose. As most people do not view STEM careers as directly benefiting society or individuals, STEM careers are often not attractive to women (or men) who place a high value on giving back to society.


of young women in U.S. lose interest in STEM careers by the time they enter college, according to the report from MIT.


According to the National Science Board, women earn fewer than 20% of bachelor's degrees in physics, computer science, and engineering.


  • Girls in high school may feel isolated and disengaged in science classes because they don't receive enough support and mentorship.


  • Girls may feel that they are not naturally talented in science and math, leading to a lack of confidence and interest in these subjects.


  • Social pressures and gender stereotypes may discourage girls from pursuing science, as it is often seen as a "male" field.

  • The lack of female role models in science fields may make it difficult for girls to envision themselves as future scientists or engineers.

I believe high school girls___ may lose interest in STEM because they lack confidence in their ability to succeed in science without role models and mentors in STEM who can encourage them and support them.

I will know I'm right when at least 3 out of 5 interviewees are unaware of 2 wonderful female role models in STEM and do not consider a career in STEM.



By utilizing primary research, it is possible to identify specific barriers that prevent girls from pursuing STEM careers in high school, such as a lack of exposure to STEM fields, negative perceptions of STEM careers, inadequate knowledge of female role models and mentorship in STEM, and an absence of self-confidence.


Taking an interview can provide insight into the areas of STEM that high school girls find most challenging or irrelevant, where the lack of interest originated, if they know a female role model, and what sources they turned to for assistance.


Affinity mapping can help to identify specific pain points or challenges that high school girls face when it comes to pursuing STEM careers, which can inform the design of interventions and initiatives to address these challenges.

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Lack of Mentorship

Interviewees’ expressed frustration when they were unfamiliar with female role model in STEM. They also felt they didn’t have strong motivation due to lack of mentors.


Gender Stereotype

Some interviewees’ mentioned the lack of mention of a female role model in STEM classes. Mostly, male mentor which led them to believe STEM is a field male dominant.


Lack of Confidence

Most Interviewees’ expressed math being the most challenging subject and where they feel where Science is not an option, because every field of STEM has Math integrated.


Popular Culture Influence

Most Interviewees’ have a celebrity from non-STEM field, that they follow.


The Persona I created based on my interviewees' responses.

Jenna is an 18-year-old high school student who lives in Florida. She is a big fan of Taylor Swift and loves to listen to her music. Jenna also has a passion for fashion and loves to wear pink. In elementary school, Jenna was interested in science and enjoyed going to science museums with her friends. However, when she started high school, she struggled with math and chemistry and found it difficult to maintain her interest in science. Additionally, her teachers and mentors only talked about male scientists, which made her believe that science was a field dominated by men.


How might we inspire young women aged 16-24 to rekindle their enthusiasm for pursuing STEM careers, thereby enabling them to make significant contributions to the science sector?


To empathize with my persona, Jenna, I created 47 user stories to find out if the best way to help Jenna is by creating a digital solution. Jenna is looking for a way to improve herself in STEM subjects and she wanted to feel more confident when she learns these subjects by getting the right mentorship and learning about female role-models in the field.

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In Jenna's task flow, 7 user stories were selected from the Epic “Develop knowledge on STEM subjects". To enable Jenna to fully benefit from the solution, 2 tasks flows were integrated. View in Figma file to learn more.


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My first step in creating a functional solution for Jenna was to look at different apps for inspiration. Jenna is an 18-year-old high school student who loves the color pink. In addition, she enjoys watching the stars and the night sky. As a child, she was a huge fan of princess movies and barbies. So, with this in mind, I create a story or mood board composed of pictures and inspiration that matches Jenna's tastes and preferences.

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I have a total of 11 screens to design, and I have sketched three different ideas for each of them. After I got the final line up of screens, I added a few more throughout the process, but ultimately ended up with a complete line up as pictured above.


Here is a digitized version of my chosen sketches in greyscale mid fidelity. This version was used to test usability with my target users.

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* Example above with applied usability testing changes (V.3)


By conducting a usability test I will be able to observe how users from the same age group as my persona, Jenna, interact with the digital solution I've created. This will give me insight into any potential usability issues. Despite conducting two usability tests, I am only showing the version 1 since it contained the most changes.

Out of the 5 participants, 5  had an issue on the add information screen due to lack of a “next” CTA button.

I have edited the font size for consistency and added a “next” CTA button.

5 of the 5 participants found it confusing if the message was sent to the instructor on the video page since there was no confirmation.

With this update, sent messages will float on top of the message bar with a "message sent" notification.

* Sessions Output Chart Available With Link.


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1) Interaction design change for the information page, needs a CTA “next” button immediately.

2) Add a confirmation notification after user sends a message to instructor.

3) Fix the carousel component for the “Subject Screen” so users are able to swap both left and right.

4) Add a CTA next button for the modal after video is done playing so user can move on to the next page easily.

5) Add a “claim reward screen” so user can find out what are the rewards and change the “$” symbol.

6) Change the font size and weight on the quiz page.

7) Change the font size on the information screen.


Having completed the usability testing and developed the mid-fidelity prototype of the V3 version of the app, now I can start thinking about developing ideas for the logo design, icons, colors, and name of the app, which I will present in this section. In addition to this, I am able to turn the mid-fidelity prototype into a high-fidelity prototype so that it is more realistic and colorful.

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Moodboards are a valuable tool for brand development, as they can assist me in visualizing my brand's identity, maintaining consistency, articulating my vision, establishing emotional connections, and validating my ideas. 

When I use moodboards as part of my brand development process, the app experience will be stronger and more cohesive.

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The inspiration for Icon came from a scientific study in which scientists used a microscope the size of a room to manipulate single atoms to form the shapes of the Enterprise, the Vulcan salute, the Star Trek logo, and the U.S.S. Enterprise, as well as an animation of the Star Trek logo, IBM officials said. To create the same look, I used a font named Codystar.

When I use moodboards as part of my brand development process, the app experience will be stronger and more cohesive.


A marketing site is essential for your app as it showcases its features and benefits, enticing users to download it. It also improves your app's visibility, facilitates user support and engagement, and provides a platform for valuable user feedback, thus serving as a critical tool for promotion and enhancement of your app.




Based on the users' needs and goals, and their importance to the overall product or project should prioritization throughout the project.



Getting to know my users by observing how they interact with the design and asking questions is a fundamental step to create a successful product.



The process of design and marketing would not be complete without peer critique. In addition to offering fresh perspectives, constructive feedback, and new ideas, it also allows you to balance your own vision with the needs of your target audience.

The first step is to understand what high school girls are looking for in a STEM learning app, what their challenges and pain points are, and how your app can meet these needs.

This can be accomplished through surveys, interviews, and user testing. It is through this process that a successful marketing website can be created.

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