NAVIGATING a broad problem space
Key research questions
With such a broad problem space as "how to improve self-esteem within Instagram users" we needed to clearly define our research goals and leading questions. From the onset, we were looking to understand:
- What is the relationship between self-esteem and online self-presentation?
- What anxieties and pain points do Instagram users face regarding self-presentation?
- How does self-esteem relate to filter use on social media?
To tackle these questions, we used the following research methods to reveal patterns, pain points, and design opportunities:
persuasive goal
How might we nudge users' filter use to transition self-presentation towards authentic expression?
By understanding the relationship between filter use and self-esteem, we saw a design opportunity in using filters to change users' approach to self-presentation and thus reduce the anxieties of trying to fulfill an inauthentic beauty standard.

Ideation and validation
Rapid ideation with persuasive design methods
Each of the five team members ideated 10-15 initial ideas based on concepts from class, such as self-affirmation, cognitive dissonance, and counter-stereotypic exemplars.
We then voted and discussed to highlight the 3 best ideas to pitch to a class of HCI students and professionals. After the pitch we received feedback and synthesized pros/cons to converge on the 'bad selfie game' direction.

Ideation FigJam
Low fidelity Wireframe
Our lofi prototype tested the game's attractiveness and effectiveness (and failed).
A friend group of 5 Instagram users aged 18-24 were shown prompts on a google slides, then responded by taking photos with filters on Instagram and voting in a group chat. We then conducted a post-activity interview.
Our participants were candid about their lack of interest in the game; they rated the game's fun factor a 3.5/10, but noted that they were likely to share a funny selfie with their friends. We were in fact glad to fail so quickly, as we gained valuable insight into how to improve the game:
- The game felt repetitive and the prompts were not exciting enough
- Users need more filters readily accessible
“Process was too complex”
“UX was difficult because we couldn’t find filters”
Testing modalities
We ran two parallel prototypes to test game modalities and pursuasive elements
The group split into two and developed 2 prototypes separately: one in person using physical cards, and one using a mid-fi Figma prototype simulating an in-app game. This was done to evaluate certain aspects of the game including:
- Effectiveness of digital vs physical game versions
- Usability of a new filter interface
- Effectiveness of the rewritten prompts

Gameplay prompts for in-person test
Stills from the Figma prototype I designed to test a digital game flow
Findings:
- The new prompts generated much laughter and excitement; the game was rated 7.2/10 for fun (up 3.5 points).
- Users actually posted on their stories as a result of the gameplay, validating our design direction.
- Participants were challenged by the friendly competition.
- Finally, though the in-person game was fun, the digital version was more streamlined and usable.
“If it was an actual app, I wouldn’t use it. But if it was integrated into IG or an iMessage game I would consider it.”
HIGH-FIDelity
I surveyed the competitive landscape to determine which of the various game platforms would have the highest likelihood of adoption
After the medium fidelity prototyping round, we needed to determine the best hosting platform. Our second round of testing affirmed that the game would work best in a digital format to mechanize the timing, voting system, randomized prompts, and filters. Therefore, I ideated on hosting the game on the following platforms:
After digging deeper into the technical capabilities of each platform, I discovered that Instagram and Messenger are coming out with the capability to build effects for group play with lightweight AR games on Spark AR, article
linked here.
Given the technical advances of Instagram’s AR filters and the usability of the filter building platform Spark AR, Mia and I decided to build out the filter on Spark AR and test natively on Instagram for the high-fidelity prototype.

Screenshot from development in Spark AR!
USer FLOW MAP OF Filter game