Molecule

Molecule

Spring 2022 (20 Weeks)

UX Senior Capstone

Molecule was my senior capstone for the UX Design program at SCAD, made with the five-person team Golden Oldies under the brief "UX Design for Good to Create Positive Social Change." Over 20 weeks we ran research, synthesis, ideation, concept validation with a physical prototype, and five rounds of evaluative testing. I led interaction design and the app's motion and SwiftUI handoff.

Problem

As technology innovates faster every year, a widening digital divide has cut off a whole generation of older adults from confidently using the devices around them. Older adults who did not grow up with technology fall into a feedback loop of confusion, frustration, and low confidence that keeps them reliant on family for help and excluded from thoughtful product design.

Solution

Molecule is a tablet dock and app-cube ecosystem for older adults that brings the digital world into their physical space and pairs it with a streamlined, accessible app. Designed over a 20-week senior capstone, Molecule combines modular hardware with an app built around pedagogy, repetition, and self-paced exploration, refined across five rounds of testing with adults 55 and older.

Interaction Designer

I designed how the user interacts with the products through input and output.

UI Designer

I designed the visual and interactive experience of using the product to spark delight.

UX Engineer

I wired, tested, and developed physical and digital prototypes to test hypotheses and enable rapid iteration.

3apps

Product design and prototyping

Collaborative whiteboarding

Apple platforms IDE

20awards
View All

Silver

Apps for Social Change

Indigo

Bronze

Branding for Electronics

Indigo

Silver

Branding for Entertainment

Indigo

Research

How are older adults using technology now? Where is there room for improvement?

Quick Stats

1 in 3

older adults say they lack confidence using technology that has become prevalent in their lives

50%+

admit they want a better grasp of the devices they already own

65+

the fastest-growing age demographic in the U.S. as more choose to age independently

Two kinds of technology users

The divide runs between two groups defined less by age than by when technology entered their lives.

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Digital Adepts. Grew up with technology in daily life and use it frequently and comfortably.

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Digital Newcomers. Did not grow up with technology and learned it in their adult years.

The cost of top-down design

Academic work warned against designing for older adults without them.

While there are a number of studies indicating the need for well-designed technologies that meet the needs of older adults, few have addressed user-related issues in the design process.

Research paper

One key barrier to wider adoption has been the top-down design process often used in creating technology for older adults, based on preconceptions with little consideration of user perspectives.

Research paper

A market full of services, short on products

The team studied over 50 products and services for older adults and mapped them on a 2x2 of services versus products and digital literacy versus independent living. Most were aimed at assisted or independent living; digital literacy was almost entirely service-driven, with few well-designed products, and many that existed lacked visual appeal. That gap, digital literacy delivered through a product, became the opportunity space.

Primary research at a glance

Survey

225

responses (110 self-distributed, 125 via Prolific)

Interviews

13

older adults (7 women, 6 men)

Experts

5

SMEs from OATS and Age in Place Tech

Focus groups

3

sessions with 14 older adults

How older adults reach for technology

Survey responses pointed the team toward a tablet-first solution.

98.4%

use a smartphone most frequently

79%

use a laptop

52.6%

use a tablet

A focus on pedagogy

SMEs from OATS and Age in Place Tech grounded the work in how older adults actually learn.

Repetition

Repetition is everything when teaching new skills.

Pacing

The right pace looks different for every person.

Safe space

People need to feel encouraged and unjudged as they learn.

The SOC model

Borrowed from pianist Arthur Rubinstein, who kept performing brilliantly into old age.

Selection

Choose fewer things to focus on.

Optimization

Spend the freed-up time practicing what you chose.

Compensation

Rubinstein played slow parts even slower to make the fast parts feel faster.

What we heard from older adults

Interview

Most first met technology at work and lean on it for daily life, but rarely know what else it can do for them.

Something that blew my mind is how the fax machine allowed me to take a document and send it to anybody anywhere that had a fax machine.

P11, Male, 62

How do I learn more if I am not even sure what new there is to learn?

P5, Female, 73
Interview

Repeated exposure builds comfort and confidence; a lack of exposure breeds confusion.

The more you use an app or device, the more comfortable you get.

P11, Male, 62

It's hard to stay up to date with digital technology changes for people who do not use it as a necessity.

P20, Female, 81
Interview

Learning new technology feels scary and overwhelming amid information overload and constant updates.

The big jumps of software and app upgrades are the toughest.

P20, Female, 81

I find it frustrating how everyone assumes you know what to do because you have a computer and don't give you detailed instructions.

P7, Male, 63
Interview

The sharpest frustrations are forced re-learning after updates, intrusive notifications, and password overload.

The thought of updating my phone scares me because I am afraid of losing all my apps and data.

P20, Female, 81

I keep forgetting passwords to my different accounts and there are too many to keep track of.

P13, Female, 45

Watching, not just asking

Three focus groups revealed a gap between how confident people sounded and what they actually did: common gestures were not intuitive, troubleshooting was frustrating, and everyone preferred phones and tablets to computers.

Pretty much addicted to the phone. I use it for trading, exercises, finances, and even play games on it.

F6Focus group

I always feel like when something goes wrong with my phone it is my fault and I feel bad about it.

F4Focus group

You don't have any human-to-human interaction anymore, especially when you're searching for help on the computer. You get an automatic robot instead.

F3Focus group
Synthesis

Clustering more than a thousand datapoints into themes, personas, and a sharpened target.

From a thousand datapoints to six themes

The team moved every datapoint into a rainbow spreadsheet, then affinitized on FigJam.

1,000+

datapoints collected across research

70 → 25

clusters narrowed through affinitization

6

key themes that guided the rest of the project

Six key themes

Other

Many stray away from learning technology because they fear the embarrassment of failure.

Fear of embarrassment, especially because so much technology is connected that it becomes public. I don't want to post a link to something wrong on Facebook.

P19, Female
Other

The lack of desire to use digital technology stems from limited experience, discomfort, and often misinformation.

In the media, what you see it being used for, that's not useful to you because so much of it is geared toward younger people.

E4, Female
Other

Pedagogy must be applied for an audience for whom technology is alien; computer skills follow a common progression that can be designed around.

A lot of it really is just good pedagogy, repetition. Studies show that older adults need more time, they need repetition.

E2, Female
Other

Limited energy does not mean older adults can't accomplish things; they choose where to spend it.

They might be able to do a lot of different things, but they might want to conserve energy to do the things they really want to do.

E4, Female
Other

Troubleshooting can limit independence, but self-exploration is a great way to learn.

There are no consequences. We're so confident you're not going to break it. We've even had programs where we said, take the iPad home for six months.

E2, Female
Other

The older-adult population is more complex and varied than a younger demographic realizes.

When we talk age, people often combine 60-plus, and there is a whole spectrum of both cognitive and physical ability.

E5, Male

Inquisitive Inda

She/Her · 61 · Middle school teacher · Married, three children, three grandchildren. Willing and curious but not the most knowledgeable; comfortable using devices for work, yet overwhelmed by how much there is to learn and unsure where to start. Needs: stay connected with family, do things independently, feel supported in a safe space, and know where to find the right information. Pains: lacks the right resources, is unaware of what she could learn, and dreads relearning after every update.

Acquinterested Alan

He/Him · 65 · Accountant · Married, two children, three grandchildren. Adept and interested, using his phone and laptop comfortably, but not a complete expert; he still struggles with troubleshooting and adjusting to updates. Needs: understand terminology, learn efficient shortcuts, and troubleshoot on his own without leaning on anyone. Pains: not always aware of what's new to learn, and frustrated when updates or hiccups derail him.

A day with Molecule in mind

The user journey map follows Inda planning a family trip to Seattle, researching on her iPad and sharing the itinerary with her husband, surfacing pain points and the opportunities to design against them.

User journey map
Drag to explore the full journey.
Ideation

170-plus ideas narrowed to five concepts and one product, validated with a physical prototype and refined into Molecule.

From many ideas to one concept

Worst-idea warm-ups, five rounds of Crazy-8s, and feasibility and concept matrices drove the funnel.

170+

ideas generated across ideation

5

concepts pitched at the midterm review

1

concept carried into development: DeskTop

Five concepts pitched

Each solved a different piece of the puzzle. Common threads: bring the digital into the physical, and make technology playful.

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Journey. A narrative puzzle game following an older adult who must search and troubleshoot to progress.

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Repository. A search-based knowledge base that grows with the user like a digital twin, with light gamification.

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TechBox. A service that mails tech gadgets matched to a person's hobbies, with printed and in-app guidance.

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DeskTop (chosen). An interactive canvas table with tactile app cubes and a stylus that bring the digital world into physical space.

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Mini Games. A game that builds familiarity with gestures, features, and jargon through bite-size challenges.

Building a physical prototype

The team built a physical DeskTop model and tested it with six participants (four students, two professors) to learn whether older adults could see themselves using it, which tasks mattered most, and how onboarding should work.

What validation taught us

Usability test

People confused the device's purpose and tied it to wherever it sat; a library placement meant library tasks.

Looks like a slot machine, like I'm going to win something.

V6, Male

The team moved DeskTop from public spaces into the home.

Usability test

The digital-to-physical interactions delighted people, from the stylus to launching apps with cubes.

The stylus is an extension of my finger.

V4, Male
Usability test

"Save for later" was useful, but saved items were hard to find because of low visibility.

The bookmark icon is not intuitive to a new user.

V4, Male

Saved items got a clearer home and, later, a clearer name.

Usability test

People enjoyed the collaborative gaming and wanted to play with friends.

Product rationale

Fits current habits

Integrates with the experiences people already have.

New model, same power

Changes the interaction model while keeping full functionality.

Grows with you

Fun to use, and it scales up as ability and confidence build.

Branding and identity

The visual identity, typography, and copy were tuned to feel warm and approachable while staying legible and trustworthy for the target demographic.

Testing

Five rounds of evaluative testing across two quarters, from Wizard-of-Oz flows to a final in-person study.

Five rounds, two quarters

Testing spanned Wizard-of-Oz sessions, a branding survey, card sorting, and a final in-person study.

5

rounds of evaluative testing

100

participants in the branding survey (55+)

10

older adults in the final in-person test

Round 4: what still confused people

Usability test

The For You page felt cluttered and unwelcoming.

Decluttered the layout and built meaningful, contextual sections with easy ways to add saved items and collections.

Usability test

Highlights was constantly confused with Favorites.

Renamed Highlights to Scrapbook to remove the overlap.

Usability test

The sharing flow wasn't discoverable; only tech-savvy users found the three-dot menu.

Surfaced sharing actions more clearly.

Software Product

An accessible design system and the Molecule app, built out to SwiftUI.

The Molecule app

Home

For You

A decluttered, contextual home that makes it easy to add saved items and start new collections.

For You home screen

Save

Saved Items

Renamed from "Save for Later" after testing, with a clear, findable place to keep articles, documents, and images to return to.

Saved Items screen

Organize

Collections & Scrapbook

Plain-language ways to group and revisit what matters, after "Zones" became "Collections" and "Highlights" became "Scrapbook."

Collections and Scrapbook screens

Browse

A friendlier browser

Consistent iconography and labels focused on web browsing, the most-tested flow in the app.

In-app browser

Hardware Product

A modular hardware ecosystem that makes the digital tangible and keeps setup effortless.

The physical ecosystem

Modular hardware that makes the digital tangible.

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The Molecule case.

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App blocks and dock. Tactile cubes that launch apps.

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The pen. A stylus that acts as an extension of the hand.

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Modular accessories.

Beyond the product

Deliverables that told Molecule's story.

Vision video
Marketing website
Social media
Support documentation

Recognition

Silver

Apps for Social Change

Indigo · 2023

Bronze

Branding for Electronics

Indigo · 2023

Silver

Branding for Entertainment

Indigo · 2023

Silver

Branding for Household Appliances

Indigo · 2023

Silver

Branding for Media

Indigo · 2023

Silver

Branding for NGO & Non-Profit

Indigo · 2023

Silver

Branding for Services — Other

Indigo · 2023

Silver

Branding for Social Change

Indigo · 2023

Silver

Branding for Technology

Indigo · 2023

Silver

Computer Animation for Graphic Design

Indigo · 2023

Silver

Digital Tools and Utilities

Indigo · 2023

Silver

Education for Social Change

Indigo · 2023

Gold

Innovative Use of Mobile Technology

Indigo · 2023

Bronze

Interactive Design

Indigo · 2023

Silver

Mobile Interaction & Experience

Indigo · 2023

Silver

Mobile Responsive Design

Indigo · 2023

Gold

Product or Gadget Design

Indigo · 2023

Silver

Product or Gadget Design for Social Change

Indigo · 2023

Silver

UX, Interface & Navigation

Indigo · 2023

Silver

Websites Design for Social Change

Indigo · 2023