The Bulletin App Development
The Bulletin App Development
Used Figma and human-centered design theory to develop a non-image-based social media environment.
User Research
User Research
Pre-Production
Mental health has been in the public eye for nearly two decades and for good reason. A new CDC study published in August of 2024 found that 40% of school-aged kids reported persistent feelings of sadness or hopelessness (1). The same study found the third leading cause of death amongst young adults aged 15 to 24 is suicide (2). That is catastrophic to say the least and a trend that needs to be taken seriously.
What about our society is worsening mental health amongst our youth? It should come as no surprise that social media plays a significant role in these kids’ lives. About 95 percent of all school-aged students have social media and 30 percent report “almost always” being on the platforms (3). Meanwhile, these platforms are image-based, creating a sense of shoulda coulda woulda in regards to body image, socioeconomic standing, and peer relations.
Mental health has been in the public eye for nearly two decades and for good reason. A new CDC study published in August of 2024 found that 40% of school-aged kids reported persistent feelings of sadness or hopelessness (1). The same study found the third leading cause of death amongst young adults aged 15 to 24 is suicide (2). That is catastrophic to say the least and a trend that needs to be taken seriously.
What about our society is worsening mental health amongst our youth? It should come as no surprise that social media plays a significant role in these kids’ lives. About 95 percent of all school-aged students have social media and 30 percent report “almost always” being on the platforms (3). Meanwhile, these platforms are image-based, creating a sense of shoulda coulda woulda in regards to body image, socioeconomic standing, and peer relations.
The effects go without being said, and yet, they too, can be seen in the data. 1 in 3 Gen Zers report feeling like no-one knows them well (4). Yet, these platforms are fundamental to the way young adults build community. The very solution to social media’s detrimental affect on youth may be social media itself. However, platforms need to change. This app is hoping to right that ship. It aims to build community around what we love —books, movies, TV shows, podcasts, and music. Let’s uproot our image-based method of connection and focus on substance instead.
1 Center of Disease Control (2024), “Youth Risk Behavior Survey”
2 National Alliance on Mental Health (2023), “Mental Health By the Numbers”
3 The Anne E. Casey Foundation (2024), “Social Media and Teen Mental Health”
4 The Anne E. Casey Foundation (2024), “Generation Z and Mental Health”
The effects go without being said, and yet, they too, can be seen in the data. 1 in 3 Gen Zers report feeling like no-one knows them well (4). Yet, these platforms are fundamental to the way young adults build community. The very solution to social media’s detrimental affect on youth may be social media itself. However, platforms need to change. This app is hoping to right that ship. It aims to build community around what we love —books, movies, TV shows, podcasts, and music. Let’s uproot our image-based method of connection and focus on substance instead.
1 Center of Disease Control (2024), “Youth Risk Behavior Survey”
2 National Alliance on Mental Health (2023), “Mental Health By the Numbers”
3 The Anne E. Casey Foundation (2024), “Social Media and Teen Mental Health”
4 The Anne E. Casey Foundation (2024), “Generation Z and Mental Health”
User Flow
User Flow
Pre-Production


Initial Prototype
Initial Prototype
Pre-Usability Testing


Usability Testing
Initial Prototype
One of the most important parts of designing is the usability testing phase. For this project, I used a Figma AI plugin called Aidentic. It evaluates the spacing between text and objects such that a flow makes sense to users. In addition to usability testing, I evaluated whether the flow intuitively solved all the objectives for the app. Ultimately, I was not satisfied with the user experience and the aesthetic of the main features —specifically, adding reviews and seeing your friends’ thoughts on various titles. I
wanted to simplify the way a user connects with the app’s content.
Meanwhile, the AI plugin found other glaring issues in my initial prototype. It found problems in the spacing of text and the amount of fonts on each page. So, to solve this problem, I incorporated more traditional review-based user interface while applying the sharing and user flow from the previous prototype.

Wireframes
Wireframes
Second Prototype


Medium-Fidelity Prototype
Medium-Fidelity Prototype
Second Prototype


Usability Testing
Second Prototype
After building out the medium-fidelity prototype in Figma that fixed all the errors in the initial prototype, it was time to go back to usability testing. Aidentic is pretty easy to run additional usability tests for any project. Basically, all I needed to do was input the Figma project's url into the test and the program would run all additional changes to improve the
prototype and make it intuitive for potential users. The image below shows the test result, frame by frame. As can be seen, the errors have been fixed significantly. Aside from letter spacing, it is time to drop relevant assets, like item pictures, item text, and item reviews. This would be the final prototype of the project.

Usability Testing
Initial Prototype
One of the most important parts of designing is the usability testing phase. For this project, I used a Figma AI plugin called Aidentic. It evaluates the spacing between text and objects such that a flow makes sense to users. In addition to usability testing, I evaluated whether the flow intuitively solved all the objectives for the app. Ultimately, I was not satisfied with the user experience and the aesthetic of the main features —specifically, adding reviews and seeing your friends’ thoughts on various titles. I wanted to simplify the way a user connects with the app’s content.
Meanwhile, the AI plugin found other glaring issues in my initial prototype. It found problems in the spacing of text and the amount of fonts on each page. So, to solve this problem, I incorporated more traditional review-based user interface while applying the sharing and user flow from the previous prototype.


Final Product
Final Product
Second Prototype








Usability Testing
Second Prototype
After building out the medium-fidelity prototype in Figma that fixed all the errors in the initial prototype, it was time to go back to usability testing. Aidentic is pretty easy to run additional usability tests for any project. Basically, all I needed to do was input the Figma project's url into the test and the program would run all additional changes to improve the prototype and make it intuitive for potential users. The image below shows the test result, frame by frame. As can be seen, the errors have been fixed significantly. Aside from letter spacing, it is time to drop relevant assets, like item pictures, item text, and item reviews. This would be the final prototype of the project.


Get In Touch
Get In Touch
Multimedia
Web Designer
Daisy Bell
Framer 2024
Multimedia
Web Designer
The Bulletin App Development
Used Figma and human-centered design theory to develop a non-image-based social media environment.
User Research
Pre-Production
Mental health has been in the public eye for nearly two decades and for good reason. A new CDC study published in August of 2024 found that 40% of school-aged kids reported persistent feelings of sadness or hopelessness (1). The same study found the third leading cause of death amongst young adults aged 15 to 24 is suicide (2). That is catastrophic to say the least and a trend that needs to be taken seriously.
What about our society is worsening mental health amongst our youth? It should come as no surprise that social media plays a significant role in these kids’ lives. About 95 percent of all school-aged students have social media and 30 percent report “almost always” being on the platforms (3). Meanwhile, these platforms are image-based, creating a sense of shoulda coulda woulda in regards to body image, socioeconomic standing, and peer relations.
The effects go without being said, and yet, they too, can be seen in the data. 1 in 3 Gen Zers report feeling like no-one knows them well (4). Yet, these platforms are fundamental to the way young adults build community. The very solution to social media’s detrimental affect on youth may be social media itself. However, platforms need to change. This app is hoping to right that ship. It aims to build community around what we love —books, movies, TV shows, podcasts, and music. Let’s uproot our image-based method of connection and focus on substance instead.
1 Center of Disease Control (2024), “Youth Risk Behavior Survey”
2 National Alliance on Mental Health (2023), “Mental Health By the Numbers”
3 The Anne E. Casey Foundation (2024), “Social Media and Teen Mental Health”
4 The Anne E. Casey Foundation (2024), “Generation Z and Mental Health”
Initial Prototype
Pre-Usability Testing


Usability Testing
Project Page


In the creation of a user journey, my focus is on circularity. Distinct website sections should narrate the brand's story while directing the user to sought-after products. Moreover, the unique character of the brand should shine on a web platform, either through blog posts or responses to product reviews. However, this can also link back to revenue generation. Essentially, circularity enhances a user's experience, allowing them to effortlessly locate related web content.
User Flow
Pre-Production


Usability Testing
1st Prototype
One of the most important parts of designing is the usability testing phase. For this project, I used a Figma AI plugin called Aidentic. It evaluates the spacing between text and objects such that a flow makes sense to users. In addition to usability testing, I evaluated whether the flow intuitively solved all the objectives for the app. Ultimately, I was not satisfied with the user experience and the aesthetic of the main features —specifically, adding reviews and seeing your friends’ thoughts on various titles. I wanted to simplify the way a user connects with the app’s content.
Meanwhile, the AI plugin found other glaring issues in my initial prototype. It found problems in the spacing of text and the amount of fonts on each page. So, to solve this problem, I incorporated more traditional review-based user interface while applying the sharing and user flow from the previous prototype.
Medium-Fidelity Prototype
2nd Prototype


Wireframes
2nd Prototype


Final Product
2nd Prototype














Usability Testing
2nd Prototype
After building out the medium-fidelity prototype in Figma that fixed all the errors in the initial prototype, it was time to go back to usability testing. Aidentic is pretty easy to run additional usability tests for any project. Basically, all I needed to do was input the Figma project's url into the test and the program would run all additional changes to improve the prototype and make it intuitive for potential users. The image below shows the test result, frame by frame. As can be seen, the errors have been fixed significantly. Aside from letter spacing, it is time to drop relevant assets, like item pictures, item text, and item reviews. This would be the final prototype of the project.

