Two mobile mock-ups showcasing Beredd

DURING A CRISIS,
EVERY SECOND COUNTS

An interactive map service that, with just one click, shows the nearest shelter. Designed to meet users' needs wherever they are, it enhances safety awareness and guides users in preparing for a crisis.

DETAILS

Role:

UI/UX Designer

Client:

Beredd

Timeline:

5 months, January - June 2024

Tools:

Figma, Invision, Illustrator, After Effect, Premiere Pro

Two mobile mock-ups showcasing Beredd

January 2024

BACKGROUND

After Russia's invasion of Ukraine in February 2022 and Sweden's membership in NATO, the security level in Sweden has heightened. Despite the Swedish Civil Contingencies Agency (MSB)'s efforts to inform and prepare citizens for potential crises and emergencies through the booklet "In case of crisis or war," statistics reveal a significant gap in knowledge among the Swedish population regarding preparedness and response measures.

PROJECT BRIEF

PROBLEM

Despite the Swedish Civil Contingencies Agency (MSB)'s efforts to inform and prepare Swedish citizens, there is still limited knowledge on how to handle a crisis. A majority of the population is unaware of where to find the nearest shelter, hasn't prepared an emergency kit, nor doesn't know what items should be included in a crisis box. Surveys reveal a lack of awareness regarding important messages sent through the Swedish warning systems (VMA).

SOLUTIONS

  • Present the same information as the paper booklets in a digital and more dynamic format for the already digitized population.
  • Make it easier for citizens to locate nearby shelters and access information about the Swedish warning system.
  • Make the list of items in an emergency kit more accessible and engage the user to start collecting them.

GOAL

Enhance knowledge and accessibility for Swedish citizens by making critical information more accessible and engaging. The goal is to ensure that citizens are well-prepared in the event of a crisis or war, can quickly locate the nearest shelter, and have a clear understanding of the Swedish warning system.
Ultimately, our aim is to make a difference for Swedish citizens and save lives during a crisis.

Research and Interview Process

Based on the research and analysis of current media, it has become clear that the age group 18-34 has less knowledge about crisis and preparedness. Additionally, the demand and interest in seeking information about nearby shelters have increased. We found that there is limited information on where a person can search for and find shelters, as well as a lack of knowledge on how to act in crisis situations.

We aimed to assess the overall knowledge and preparedness of potential users. In our initial round of surveys, research, and focus groups, we discovered that most participants have not prepared an emergency kit, and more than half are unaware of where to find the nearest shelter.

Have you prepared an emergency kit?

Graph showing the results of 52 responses where 77% said no, and 23% said yes.

Do you know where your nearest shelter is?

Graph showing the results of 52 responses where 65% said no, and 35% said yes.

Contextual Inquiry

Through contextual inquiry, we observed and interviewed participants in their natural environments while they completed given tasks. This method allowed us to understand the users' behaviors, processes, goals, and pain points related to preparedness and crisis situations.

The phases of the contextual inquiry included:

  • To find information on the nearest shelter as quickly as possible.
  • List or find information on what items to be included in an emergency kit.
  • Identify the correct message when various VMA (warning system) sounds are played.
  • How to gather additional information in the event of an emergency or crisis.

INTERVIEWS

We conducted semi-structured interviews with each participant to delve deeper into their thoughts, opinions, and experiences regarding the tasks. Participants were encouraged to share their feelings about the current crisis situation and discuss what would motivate them to prepare more effectively for an emergency.

keyfindings

  • Uncertain about which shelter is closest or how to navigate to it.
  • Uncertainty about the sounds of warning systems.
  • All participants used mobile devices to find information.
  • The booklet from MSB was neither found nor used by the participants during the researches.

What does 'Continuous signal for 30 seconds' mean?

Chart showing that 57% o the participants knows the answer "The danger is over". 43% had wrong answers.
Descriptive answers of the chart.

PERSONAS

After speaking with participants and users, were we able to create and identify two personas that represent the target group, and were used as a guidance during the design process. Karin and Nils are two Swedish citizens with different characters and lifestyles. Karin represents a woman in her early 60s who sees her home as a safe place, while Nils is a typical student in his mid-20s who loves to socialize and doesn't worry much about an upcoming crisis.

DEVELOP

Creating a mobile app that both informs and supports users in preparation for and during emergencies requires careful planning and extensive user testing. We based the project on Maslow's hierarchy of needs and incorporated social computing to promote collaboration, ensuring that loved ones can share their location and confirm each other’s safety.

Utilizing social computing to engage and encourage collaborative work, we designed a digital list of emergency items that can be shared with family and friends.

USER-TESTING

The first prototypes that we created, focused on how each side of the mobile application was perceived by users, prioritizing the users' flow and understanding of the page's content. Based on the feedback from these usability tests (A/B- and Usability testing), design elements and concepts were iterated to enhance clarity and user engagement.

The prototypes were tested with real users to gather insights on usability and navigation. Additionally, adjustments were made to visual hierarchy, button placements, and interaction patterns to ensure a more clear user experience. The iterative process has not only improved the overall mobile design but also strengthened the importance of user-centered design in creating effective digital solutions.

Low-fidelity prototype that shows the crisis list.

Mockup of Emergency Items

DESIGN

We always strive to keep our designs simple, especially during emergencies when users may experience tunnel vision. For the feature that navigates users to the nearest shelter in case of an emergency, we prioritized a clear and familiar interface—similar to Google Maps.

We chose red as the primary color because it signifies urgency, grabs attention, and ensures critical information stands out, facilitating quick and efficient navigation to safety.

SOCIAL AND COLLOBRATION

From previous research and survey feedback, we identified the importance of designing tools to support collaborative and social computing. We included features that allow users to gather and prepare an emergency kit together. This involves inviting family members, friends, or neighbors to collaborate on the preparation process by purchasing items for the emergency kit. Not only will this encourage users to be better prepared, but it can also facilitate crucial collaboration during an emergency.

Additionally, the mobile app includes a feature that sends a message to selected family members once the user arrives at a shelter during a crisis.

Screenshot from one of the first prototypes that was used in user-testings. The second picture shows the final result of navigation, which is clear and simple. Fist prototype that was used in the user-testings. Shows a simple map and navigation. Screenshot of the final navigation. Is has a clear and simple interface.

From the first prototype to the final result.

Safety notifications

Four sequences that shows the navigation during a crisis. First shows map to destination, second a pop-up telling user that they arrived and asking if they wanna check in. Third shows that user has been check-ed in and family has been noticed. And last picture asking if user wants to check out.

Onboarding

The onboarding process introduces new users to the app’s core features and benefits, highlighting its practical uses and importance. By showcasing real-world scenarios, it educates users on how the app can meet their needs and improve their daily lives, ensuring a smooth and engaging start.

June 2024

FINAL RESULTS

With help from research, studies, interviews, and user testing, we created a mobile app that’s designed to help with prepping and handling upcoming crises

Try out the final prototype here.

DESIGN SYSTEM

Design system of Beredd. Listing typography, Colors, Buttons, Menu, Illustrations, and Icons