EXPLAINING ALZHEIMER’S


Learning application for teenagers   .   Final master project

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.

Tools usedFigma, Unity, After Effects, AITarget group Teenagers who are interested in the Alzheimer's disease
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."






My process was grounded in a classic UX/UI methodology, unfolding across four phases: research, concept development, design, and testing. Each stage involved continuous iteration. I captured the full progression in a detailed documentation book.


Phase 1   .   Discover I designed bold, visually engaging flyers and business cards to connect with potential interview partners and invite workshop participation
Phase 1   .   Discover I applied various UX research methods to gain insights into user needs, including surveys, interviews, and observational tasks.
One method involved using small cards in a prioritization exercise, allowing participants to express which app features were most important to them.
Phase 1   .   Discover Through an online survey, I gathered personal stories and experiences from people directly affected
Phase 3   .   Visual Exploration & UI Design
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.
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.
Phase 2     .   Concept & StructureI created a user flowchart illustrating the app’s structure and navigation logic, mapping out how users move through the experience to complete key tasks.
Phase 3   .   Visual Exploration & UI DesignI developed experimental designs to explore how a “Wissensfeld” – a knowledge area not yet collected – could be visually represented within the app.