Inspiration
Our interviews with women showed that three factors can be decisive
- Early exposure to tech
- Role models
- Being part of a community
Our design question thus was: How might we make it welcoming & safe for young girls to explore technology?
What it does
Our idea is an AR app for girls (around 10 years old) with 5 key elements:
- Click on real & virtual objects
- Meet female scientists & technologists
- Learn skills & knowledge by playing games
- Earn badges & invite friends
They can use the experience from a phone/tablet from where they are (e.g. in their living room).
How we built it
We acted out the experience and collected feedback from test users in various rounds.
Learnings from feedback
- Be more visual & immersive
- Add virtual objects to the real space
- Gamify & set incentives to come back
Accomplishments that we're proud of
Our (analog) live demo during pitch.
What we learned
- Trust the process, have fun.
- Analog sometimes is better than digital.
What's next for Metalearn
Get implemented by meta :)


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