UX/UI
design
Student
In this project, I contributed to the following areas:
Project Planning: Organized and structured the workflow.
Client Communication: Maintained ongoing contact and established communication with the project stakeholders.
Research Preparation: Assisted in developing interview questions.
User Research: Recruited interview participants and conducted interviews.
Data Compilation: Compiled research findings and formulated the HMW (How Might We) question.
Ideation: Contributed creative ideas for features and design.
UX Design: Worked on wireframes and developed low-, mid-, and high-fidelity prototypes.
Work Process
Methodology: We followed the Double Diamond framework, working through the phases of Understand, Define, Ideate, Prototype, and Test.

Empathize:
We focused on reaching as many people as possible in a short time, without compromising the opportunity for deeper insights. Gambling addiction is a sensitive topic, often difficult to discuss due to the emotional and financial consequences it entails. We decided to combine two main methods:
Two Separate Surveys - One survey targeted individuals with gambling addiction, and the other targeted their relatives. The surveys aimed to collect broader data and identify common themes, needs, and challenges.
In-Depth Interviews -To complement the surveys and gain a deeper understanding, we conducted in-depth interviews. These allowed us to capture personal stories, nuances, and insights that might be lost in quantitative research.
Understanding the Target Group:
To gain a deeper understanding of our target audience, we all participated in a meeting for individuals with gambling addiction and their relatives. This provided both insight and personal accounts of their experiences.
Prior Knowledge
In the group, I had knowledge and insight into gambling addiction, which we utilized when recruiting participants for the research. This also proved valuable when designing the interview questions and formulating the pain/gain points during the UX process.
Competitor Analysis
To understand the existing market and how other solutions operate, we conducted field research. We found that, besides in-person support, there are gambling-blocking apps and a competing app for both individuals with gambling addiction and their relatives, developed by people with lived experience, family members, and therapists.
Gambling addiction is an increasing societal problem, affecting progressively younger age groups. It impacts both the individual and their surroundings. Spelinsikt aims to help young adults, aged 18–23, recognize the potential harms of their gambling behavior and understand when to seek help through an app.
In this project, I had the opportunity to lead and design a solution that addresses not only the needs of those struggling with addiction but also the support and understanding required by their loved ones.
The result was a mobile app designed to serve as a safe digital forum, accessible to everyone affected by gambling addiction.
My role
Background
Ideation
We created low-fidelity paper sketches to explore how different features in the app could be designed.

Project maneger, UX-design,
User researcher
I was aware before starting the project that gambling addiction is a stigmatized dependency. This made it especially meaningful to design an app that supports both individuals with gambling addiction and their relatives, with the goal of fostering a sense of community so they don’t feel as isolated in their situation.
Despite my knowledge of gambling addiction and my connections to both individuals with gambling problems and their relatives, it was still challenging to find participants willing to take part in our research. If I were to redo the project, I would have focused even more on gathering additional research in the form of interviews and/or survey responses.
We did not conduct usability testing of the prototype, which would have provided valuable insights for further development. However, the experience showed that our prototype contained functions similar to those envisioned for the final app, which was confirmed through feedback.
It was also highly valuable to serve as project lead and collaborate with others throughout the process.
Reflektion
Define
We compiled the research, which provided several insights from individuals with gambling addiction and their relatives who had participated in meetings with others in similar situations:
#1 It is valuable to meet others.
#2 It provides a sense of safety and identification with others in similar situations.
#3 You don’t feel alone.
#4 Gambling addiction is stigmatized.
From these insights, we formulated two HMW (How Might We) questions—one for relatives and one for individuals with gambling addiction:
Gambling Addiction:
"How might we help individuals with gambling addiction recognize their dependence and receive the support they need to take control of their gambling and move toward recovery?"
Relatives:
"How might we create a platform that provides relatives of individuals with gambling addiction the information, resources, and support they need to help their loved ones effectively, while also managing their own emotions and needs?"
To visualize the feelings, experiences, and needs of both groups, we created three customer journey maps: one for relatives and individuals when the gambling behavior is discovered, and a shared map for when both groups meet others in similar situations.
The maps revealed that the most challenging moments for individuals with gambling addiction occur before and when the addiction is discovered. For relatives, the most difficult period is when the gambling is revealed, as they may have been unaware beforehand. Both groups experience positive outcomes when they begin meeting others in similar situations.



Prototype
We developed mid-fidelity prototypes based on the ideas that were voted to move forward. The prototype was created in Figma.





Results
The solution became an app designed for both individuals with gambling addiction and their relatives. Users create a profile based on how they identify, which determines the features and content they can access. These settings can be further customized.
The app serves as a shared forum where users can meet others, read about their experiences, and share their own. It also provides guidance on where to seek help for gambling addiction and practical tips for maintaining a gambling-free lifestyle. Users with gambling addiction can track their time spent without gambling and set personal life goals.
In this way, the app addresses several key areas: community, support functions, and encouragement for continued abstinence from gambling. Through shared experiences, younger users can gain awareness of the consequences of gambling addiction and, ideally, prevent it from leading to debt.
Purpose and Duration
Create an app to provide support and guidance for individuals with gambling addiction and their relatives.
Duration: 10 weeks (November 11, 2024 – January 13, 2025)
Participants: 4 UX students
Spelinsikt

































