MEEKO


Overview

Meeko started out as a project to address the lack of precedent for social media behavior and from a dream to cultivate a healthy learning environment online for children and teens aged 11–17.

My Roles
Design Research | Brand Development | Copy | Product Video

Team
Mallory Blackwell
Design Research | App UX | App UI | Copy
Isa Armstrong
Design Research | Web UX | Web UI
Maria Rodriguez
Design Research | Web UX | Web UI
Karsen Jones
Design Research | App UX | Extension | 3D Environment

Accolades

Communication Design Exit Review—Local 2022
Design for Greater Good Award
AAF—San Antonio 2022
Gold | Online/Interactive, Apps
AAF—San Antonio 2022
Best of Show | Online/Interactive, Apps
Undergraduate Design Research Conference— Texas State 2023
SXSW Innovation Lab
—Austin 2023








Mission

Meeko strives to make the internet a safer and healthier place for children and teens by creating an online environment that is conducive to learning, rather than that of restriction and fear.
Unique Selling Proposition


Meeko is the only extension for parental monitoring that guides and teaches children while interacting with the internet to encourage healthy online behaviors.




Problems for Children (11–17)


Age of Children with Phones

The average age that children get a phone is 12 years old. Half of children aged 10–12 use social media.

Stanford University, 2022
Liberty University, 2022



Information Privacy

Only 46% of minors know how to change their privacy settings.

Qustodio, 2021



Cyber-bullying

1 in 6 teenagers have experienced at least 1 of 6 different forms of abusive behavior online:
  • Namecalling (42%)
  • False rumors (32%)
  • Unsolicited explicit images (25%)
  • Being tracked (21%)
  • Threats (16%)
  • Having personal photos leaked (7%)

Pew Research Center, 2018



Online Predators

40% of kids in grades 4–8 reported they connected or chatted online with a stranger. Of those 40 percent:
  • 53% revealed their phone number to a stranger
  • 21% spoke by phone with a stranger
  • 15% tried to meet with a stranger
  • 11% met a stranger in their own home, the stranger’s home, a park, mall or restaurant
  • 30% texted a stranger from their phone
  • 6% revealed their home address to a stranger

The Center for Cyber Safety and Education, 2019


Problems for Parents and Guardians

Efficacy of Current Systems

9 in 10 teens say their parents have talked to them about online safety. However, nearly half (49%) of teens claim their parents do nothing to monitor their devices.

Cox Communications, 2019



Access to Information

Just 28% of parents have installed software on computers to prohibit certain website visitation; only 17% have such software on mobile devices, and just 15% on gaming consoles.

Cox Communications, 2019


Time Kids Spend on Devices

On average, teens spend 5 hours and 38 minutes online every day.

The Futures Company, 2020





Competitive Analysis

User Personas

Bio
Jackie is a busy mom of 3 whose oldest is just going into 6th grade. She’s worried to expose her children to all the negative aspects of social media and she simply doesn’t have time to sit down and monitor every minute that her kids are on their devices.

Goals
  • To teach her children discipline when learning social media
  • To be open with her children about pros and cons of social media
  • To be present in her children’s lives

Frustrations
  • Though she splits time with her husband, she feels she doesn’t have time to teach digital literacy to the point where she would feel comfortable letting her kids participate
  • She feels out of the loop when it comes to new technolgy trends, despite being active on Facebook


Motivations                   Personality








Bio
Emily is a high achieving 8th grader who enjoys spending time with her friends. She feels especially left out when her friends spend their time together talking about trends and how they’re able to stay connected outside of school through social media.

Goals
  • Convice her parents that she is ready to be on social media
  • Keeping up with her friends and the trends on social media

Frustrations
  • When her mom is constantly looking over her shoulder to make sure she’s getting her homework done and not playing games on her school computer.
  • When she gets caught for playing games instead of doing her homework
  • Being one of the only kids without social media in her grade


Motivations              Personality







Interviews

We knew that this problem was widely faced, so in order to narrow it down and figure out ways that were being used to solve this problem, we interviewed 2 teachers in the public school system: the first, a second year teacher of high school students; the second, a 12th year teacher of high school students.


Restriction


Schools are starting to implement rules for students to keep their phones off and in their backpack until the school day is over.

Usage


Students have a need for mindless distractions and social media apps make it easier and with algorithms to provide a constant stream of content.

Passivity


Students have learned (especially during the pandemic) that there aren’t a whole lot of serious/immediate consequences for cyberbullying.



Defining the Tagline

Safe:

  • Keeping passwords and personal information from people other than parents and guardians
  • Filtering who follows you
  • Maintaining strong passwords
  • Backing up important data


Kind:

  • Treating people with kindness
  • Not partaking in bullying
  • Celebrating differences
  • Spreading positivity


Aware:

  • Protecting yourself against malware and viruses
  • Recognizing potential scams
  • Recognizing false information
  • Identifying fake accounts


Meeko:

  • Spreading internet safety education resources
  • Asking questions and creating conversations about internet safety
  • Creating a healthy environment for kids to express themselves and feel included


Defining “Digital Literacy”

  • Handling different devices and operating systems
  • Navigating through various online platforms
  • Understanding how the digital world works
  • Using technology creatively and innovatively to solve problems
  • Identifying information within different types of media
  • Evaluating digital resources critically
  • Recognizing and handling digital threats
  • Using digital tools in a safe and ethical way
  • Creating and sharing information effectively

the ability to use computer and digital technologies effectively


, PrivacyHub, Feb 2023




Feature Prioritization

Must have:

  • Ethos of hints and suggestion
  • Fully customizable parental controls
  • Fully customizable parental filtering
  • Streamlined UI for ease of use
  • Internet safety education for kids
  • Age-appropriate language

Could have:

  • Built in games to foster the learning environment for kids
  • Chat support system for questions
  • Alerts about risky sites
  • Voice controlled virtual assistant
  • Reminders to be independent from devices (play outside, read a book, do a craft, etc.)

Should have:

  • Character-based approach to engage kids
  • Language selection
  • Location tracking
  • Profile dashboard
  • Ability to create multiple profiles per account
  • A push notification system for alerts
  • Daily summaries for parents to review

Won’t have:

  • Overly restrictive approach
  • Won’t require a specific phone or hardware
  • Chat service between parent and child


Brand System





Campaign

In order to spread awareness about this software, Meeko campaigns in large public areas such as malls, airports, and city parks.

This campaign presents an interactive game to get kids excited about having Meeko and introduce them to some internet safety tips.





Storyboard

The story board for the game was mocked up in Spline—a 3-D modeling resource—using 5 frames to make up the journey through the maze.

With more time and resources, the game will be fully interactive and have audio elements to be more engaging and understandable for the young age group.




App

Onboarding

In order to help kids get acquainted with the app, Meeko briefly explains what to expect using age-appropriate terminology. The onboarding only takes 30–60 seconds in order to keep the child’s attention and get them excited about exploring the app for themselves.




In the App

The app consists of a customizable environment, daily quests, a past tips dashboard, and some prospective games where the child can earn more rewards for customizing Meeko’s environment.
Extension

Visualized on YouTube Kids



Visualized on Instagram




Website



What I learned

The most important aspect of this project was getting the most reliable research to understand the initial problem. We went back and forth about what to include in the final product in order to appeal to the child persona who wants all the freedom in the world and the parent or guardian persona who wants as much restriction as possible. It took a lot of group communication and participation to come up with what we did, and fortunately, we were all so passionate about creating a solution that it worked out to be something we’re all really proud of.

With more time and resources, the biggest thing to include would be creating audio for Meeko—a character voice, a chat system, and audio notifications. Another important thing would be to create real games for each lesson (safe, kind, aware, Meeko) and possibly team up with Google’s Be Internet Awesome to create an engaging experience. Lastly, our dream is obviously to have this software realized and out in the world helping kids and parents tackle the daunting task of learning and teaching internet literacy.





MEEKO


Overview
Meeko started out as a project to address the lack of precedent for social media behavior and from a dream to cultivate a healthy learning environment online for children and teens aged 11–17.

My Roles
Design Research | Brand Development | Copy | Product Video | Campaign

Team
Mallory Blackwell
Design Research | App UX | App UI | Copy
Isa Armstrong
Design Research | Web UX | Web UI
Maria Rodriguez
Design Research | Web UX | Web UI
Karsen Jones
Design Research | App UX | Extension | 3D Environment

Accolades
Communication Design Exit Review—Local 2022
Design for Greater Good Award
AAF—San Antonio 2022
Gold | Online/Interactive, Apps
AAF—San Antonio 2022
Best of Show | Online/Interactive, Apps
Undergraduate Design Research Conference— Texas State 2023
SXSW Innovation Lab
—Austin 2023