A mobile app helping Cairo teens discover and share safe, age-appropriate hangout spots — designed as part of the TFSS (Teen-Friendly Spaces Survey) Audit, a research initiative to understand and improve public spaces for young people.
Further, we also believe that being able to define teens safe and friendly spaces more clearly and putting a score based on this audit, will encourage people and authorities to work towards improvements And to encourage quick response.
Used Tools
The Challenge
I needed to design a mobile application to help understand teens' preferences — what activities and behaviors occurred in their favorite places.
The application would be downloadable by scanning a QR code, tracking the user's location and saving check-in data to the cloud.
Suggested Solution
The "Safety and Friendly Teen Spaces" (TFSS) audit is a tool to understand teens' preferences — their favorite places and reasons — and how teens perceive their environments, through the following objectives:
- Identify and map teens' preferences in public spaces.
- Understand the relation between teens' preferences and their psychological and social needs.
- Discover what activities occurred in those places.
- Understand the physical characteristics of preferred spaces.
Business Target
Audit Process: “ safety and friendly teens spaces ”
Design Process
Research - Focus Groups
Focus groups started with a 5-minute introduction to understand pain points, mindset, tasks, and motivation.
Phase One
Explore teens' experiences and define personas from behavior and needs.
- Group 1 (Wed. Jun 24): 5 girls, age 16-17, Zayed and Mohandseen
- Group 2 (Sat. Jul 11): 4 girls, age 18, Mohandseen
Phase Two
Test prototype usability with the same groups through simple tasks to validate if they can discover suitable places by age in an easy way.
We focused on teens' real experiences in their environment.
Affinity Diagram & Research Synthesis
Interview Notes
Themes and Opportunities
Feature Ideation
Feature Priority
User Persona
Based on focus groups with 9 participants across two sessions, I defined a primary persona representing the core user type.
Story
She is a high school student, looking for distinctive places to hang out with friends, does not like to hang out in the club or routine hangout, searches for special places through Instagram or friends' suggestions, and avoids traditional family hangouts.
She prefers places for adults, away from younger children, and with people closer to her way of thinking.
Goals
- Fun time / Good mode
- Explore new places
Wants
- Excellent decor, quality food and service
- Activities and hanging around place
Needs
- Hang out with friends to fight boredom
- Spend fun time with friends
- Getting out of the house
Fears
- Being in a place not suitable for me
- Being with younger children
- Different mentality (community)
Daily
- Food Places
- Hangout
- Sport
Often
- Ice Cream
- Walk around main place
Seldom
- Stay at home
- Crowded places
User Journey - Malk
User Flow
System map of onboarding, branching auth options, core tasks, and account actions.
Paper Wireframes
Original sketch sheets of the main features and interaction paths.






Style Guide
Design system snippets are kept in this same page for quick reference and handoff.
Color Scheme
Iconography
Typography
Montserrat
Aa Bb Cc
Regular 400 / Semibold 600 / Bold 700
Core Components
UI Design - Mobile Screens
Usability Test
Sessions were run with screen sharing and task-based scenarios using interactive prototypes. Findings highlighted friction from too many questions while adding a new place.
Task Success
8 / 9 participants completed core journey.
Main Friction
Too many questions in Add Place flow.
After Iteration
Question count reduced and completion improved.
Repeat
Reduced question overload in Add Place flow, then validated again before developer handoff.
Results & Outcomes
Usability testing with the original focus group participants validated the core flows and highlighted one key iteration.
Usability Test
8 of 9 participants completed the core journey end-to-end on the first attempt. The main friction point was the Add Place form — too many questions in a single screen.
89% task success rate
Iteration & Improvement
After reducing the Add Place questionnaire to a progressive-disclosure flow, re-test completion improved to 91%. Participants described the gamification mechanic (points for adding places) as the feature they were most excited to use.
91% after iteration
“I would actually use this — it’s exactly what I do on Instagram but safer and made for me.” — Participant, Phase Two focus group
This was a research and design project; the prototype was validated in usability testing and delivered as a Figma handoff. The app was not shipped to production.
Deliver
Handoff
Final package delivered with flows, components, states, and implementation notes for developers, including behavior logic for location, scoring, contribution, and moderation responses.