During my research for my master's thesis, I discovered that there is a lack of accessible resources for young people facing the challenge of having a family member with Alzheimer's disease. To change this, I developed an app that serves as a comprehensive and targeted learning platform. This app is designed to support affected teenagers by providing knowledge about the disease, practical tips and emotional support. As part of this project, I utilised classic research methods such as expert interviews, surveys, usability tests and more.
Project goal
Designing a target group-oriented, topic-sensitive digital information platform on alzheimer's disease
The educational game consists of two distinct worlds that young people can explore to discover information about Alzheimer's disease: a wild, overgrown garden and a human brain — both serving as metaphors for Alzheimer's.
In these worlds, you can explore “Wissensfelder” about Alzheimer’s disease, helpful guidance for supporting those affected, and tips on self-care and coping with grief.
As you explore and collect knowledge fields, your progress is reflected on an overview page within the app. The more you discover, the more vibrant and colorful your overview becomes.
As part of my master’s thesis, I conducted in-depth interviews to explore the challenges teenagers face when a family member has Alzheimer’s. The insights helped shape a supportive and accessible learning platform tailored to their needs. Below are key snippets from these conversations.
Lena M.
"It was hard to find information that speaks to someone my age. Everything I found was either too technical or meant for adults. I felt left out and confused."
Jonas R.
"Sometimes I just needed to talk to someone who gets it. I wish there was a space where people my age could share stories or advice about living with a grandparent who has Alzheimer's."
Sophie T.
"I didn’t understand why my mom started forgetting things or acting differently. If I had known more about the disease earlier, I would’ve handled things better emotionally."
One method involved using small cards in a prioritization exercise, allowing participants to express which app features were most important to them.
I developed experimental designs to explore how a “Wissensfeld” – a knowledge area not yet collected – could be visually represented within the app.
These visual studies helped define the tone, structure, and user interaction with emerging content.