Flo App

Flo App

Created a mobile learning experience designed to educate, build confidence, and encourage open conversations about menstruation making it more accessible, engaging, and age-appropriate for children aged 8–12.

Created a mobile learning experience designed to educate, build confidence, and encourage open conversations about menstruation making it more accessible, engaging, and age-appropriate for children aged 8–12.

Role

UX Designer

UX Designer

Duration

8 weeks

8 weeks

Platform

Mobile.

Mobile.

Toolkit

Figma, Figjam

Figma, Figjam

Understanding the problem

Understanding the problem

Many children receive limited or inconsistent education about menstruation before experiencing their first period.

Research showed that conversations about menstruation often happen too late, are uncomfortable for both children and parents, or rely on educational materials that are difficult for younger audiences to engage with.

This can lead to:

  • Anxiety and embarrassment around menstruation

  • Lack of understanding about bodily changes

  • Continued stigma and misinformation

  • Reduced confidence when experiencing a first period

The goal

The goal

  • To create a secure learning environment and encourage openness about menstruation.

  • To promote that menstruation is a normal and healthy part of growing up and how to manage menstrual symptoms.

  • To create a secure learning environment and encourage openness about menstruation.

  • To promote that menstruation is a normal and healthy part of growing up and how to manage menstrual symptoms.

Possible solution

Possible solution

Designing an education app about menstruation for children at the age of 8 to 12, which will help them to learn, educate, aware and provide valid information about periods and related topics with the use of interactive tools.

Designing an education app about menstruation for children at the age of 8 to 12, which will help them to learn, educate, aware and provide valid information about periods and related topics with the use of interactive tools.

Research phase

Research phase

Competitive analysis

Competitive analysis

Market research was conducted to identify the products available in the market, its features and the targeted age group.

Market research was conducted to identify the products available in the market, its features and the targeted age group.

18+

18+

9+

Mobile app

Mobile app

Comic books

Language options

English

English, Hindi

Yes

No

No

Easy to use and record symptoms

Not so easy to record symptoms

N/A

Free to use

Charges for Clue Plus

Between £5 - £18/ book

User survey

User survey

Online survey was carried out using google forms to observe any pattern and similarity in what a potential user may want. 15 people responded to the survey which helped me to understand the user needs.

Online survey was carried out using google forms to observe any pattern and similarity in what a potential user may want. 15 people responded to the survey which helped me to understand the user needs.

Online survey was carried out using google forms to observe any pattern and similarity in what a potential user may want. 15 people responded to the survey which helped me to understand the user needs.

43%

of the users said that they learnt about periods from their mom or school

of the users said that they learnt about periods from their mom or school

57%

of the users replied that they were taught about periods at the age of 9 to 12

of the users replied that they were taught about periods at the age of 9 to 12

66%

of the users feel that they should have been taught about periods using better methods

of the users feel that they should have been taught about periods using better methods

Technology trends

Technology trends

During this research I found out that the impact of technology can be felt in the field of education. In the educational context, technology has the potential to improve the relevance and quality of the education with creative, integrative and evaluative learning. Some of the ways students can make use of technology in education are visuals as they always have a strong appeal than words.This was the most important research insight for me to develop the project.

During this research I found out that the impact of technology can be felt in the field of education. In the educational context, technology has the potential to improve the relevance and quality of the education with creative, integrative and evaluative learning. Some of the ways students can make use of technology in education are visuals as they always have a strong appeal than words.This was the most important research insight for me to develop the project.

Smart tech

watch

Smart tech watch

Augmented Reality- Virtual Characters

Virtual personal

assistant

Virtual personal assistant

Research findings

The stigma

The stigma

Menstruation – the way that it is (or isn’t) discussed, the stigma and myths that surround it is a major issue.

Menstruation – the way that it is (or isn’t) discussed, the stigma and myths that surround it is a major issue.

Lack of education

Lack of education

The taboos surrounding menstruation have had a number of tangible, negative impacts on girls’ day-to-day lives.

The taboos surrounding menstruation have had a number of tangible, negative impacts on girls’ day-to-day lives.

Aim of normalisation

Aim of normalisation

Change needs to occur not just in schools but also in the home, and across society.

Change needs to occur not just in schools but also in the home, and across society.

Personas

I was taught about periods in school but i’d like to learn more and be confident when I get my periods.

Age:

7y/o

School:

Secondary

Location:

Brighton, UK

Family:

Mother, Father

Kathy

About

Kathy is an active, bubbly and a confident girl for her age. She always curious to learn and asks questions to her parents about different things. She recently started her periods, she was introduced about this in her school earlier and still have so many questions about it but not sure how and when to ask her mother about this.

Goals

She wants to learn more about periods and menstruation and the right products to use.

Kathy is a confident girl but she wants to feel confident even when she is on her periods.

Pain points

No proper medium available where she can learn about periods.

Uncomfortable while discussing about periods with family and friends.

Difficult to understand complex words about periods.

My daughter should be able to learn things independently but through safe resources.

Age:

35y/o

Occupation:

Branch manager

Location:

Glasgow, UK

Family:

Husband, Daughter

Lily

About

Lily is a working mother of a 7 year old girl, Anna. Lily loves spending time with her on the weekends. As Anna is reaching her adolescent age, Lily wants to educate her about menstruation and periods.

Goals

To educate her daughter about periods and prepare her at early age.

To make her daughter feel confident and comfortable about periods and menstruation.

Pain points

Hard to find a good medium or tool to educate her daughter.

Not able to spend much time with her daughter to educate her about periods due to work load.

1

in

6

girls say that they have been teased or bullied because of their period

1

in

5

women feel uncomfortable talking to their partner about period pain

1

in

8

women didn’t know about periods until they started menstruating

Product direction

Value proposition

Value proposition

Rather than creating another information-heavy resource, I focused on designing an experience that encouraged exploration, engagement, and confidence-building.
The product strategy centred around four pillars:

Rather than creating another information-heavy resource, I focused on designing an experience that encouraged exploration, engagement, and confidence-building.
The product strategy centred around four pillars:

Learn

Support

Engage

Accessibility

User flow

User flow

A quick user flow was created to understand how the user would go though the app. This user flow takes them from their entry point through a set of steps towards a successful outcome and final action.

A quick user flow was created to understand how the user would go though the app. This user flow takes them from their entry point through a set of steps towards a successful outcome and final action.

Information Architecture

Information Architecture

This helped to structure the screens. Using the key elements of Information Architecture - connect users, context, arrangement and sequencing of the application to make the information easy to find, understand and manage.

This helped to structure the screens. Using the key elements of Information Architecture - connect users, context, arrangement and sequencing of the application to make the information easy to find, understand and manage.

Accessibility considerations

Accessibility considerations

Accessibility was incorporated from the beginning of the design process.
Key considerations included:

Accessibility was incorporated from the beginning of the design process.
Key considerations included:

Wireframes

Wireframes

Multiple concepts were explored through low-fidelity wireframes before progressing into high-fidelity designs.

Multiple concepts were explored through low-fidelity wireframes before progressing into high-fidelity designs.

UI Designs

UI Designs

UI component library

UI component library

Created a new component library by taking inspiration from the existing flo app. With those elements in the brand’s component library, I made my way into high-fidelity designs.

Final designs

Final designs

The final design balanced education with engagement, using illustrations, interactive content, rewards, and supportive language to create an approachable learning environment for children.

The final design balanced education with engagement, using illustrations, interactive content, rewards, and supportive language to create an approachable learning environment for children.

User testing

User testing

To validate the final prototype, I conducted moderated usability testing with 5 participants and unmoderated Maze testing with 10 participants.
Participants completed key tasks such as customising their learning experience, watching educational content, completing quizzes, and interacting with the AI assistant. Maze analytics, including task completion rates and mis-click heatmaps, helped identify usability issues and evaluate the intuitiveness of the experience.

To validate the final prototype, I conducted moderated usability testing with 5 participants and unmoderated Maze testing with 10 participants.
Participants completed key tasks such as customising their learning experience, watching educational content, completing quizzes, and interacting with the AI assistant. Maze analytics, including task completion rates and mis-click heatmaps, helped identify usability issues and evaluate the intuitiveness of the experience.

Key insights

Key insights

  • Users found the app easy to navigate and understand.

  • Interactive quizzes and animated learning content were particularly engaging.

  • The AI assistant was perceived as a safe and approachable way to ask questions about menstruation.

  • Participants suggested future enhancements, including mobile support, screen-time controls, and a more vibrant visual style.

The findings validated the overall user experience while highlighting opportunities for future iterations.

Reflection

Reflection

This project strengthened my understanding of designing for sensitive and educational topics. Through research and user testing, I learned the importance of creating a safe, engaging, and age-appropriate experience for young users.

While the final solution successfully addressed key user needs, testing revealed opportunities to further improve accessibility, engagement, and parental controls. Looking back, I would involve users earlier in the design process and conduct additional rounds of testing to refine the experience further.

The project also highlighted the importance of accessibility, age-appropriate content, and designing experiences that encourage confidence rather than simply delivering information.

This project strengthened my understanding of designing for sensitive and educational topics. Through research and user testing, I learned the importance of creating a safe, engaging, and age-appropriate experience for young users.

While the final solution successfully addressed key user needs, testing revealed opportunities to further improve accessibility, engagement, and parental controls. Looking back, I would involve users earlier in the design process and conduct additional rounds of testing to refine the experience further.

The project also highlighted the importance of accessibility, age-appropriate content, and designing experiences that encourage confidence rather than simply delivering information.

Want to see ideas come alive?

Get in touch to find out more about digital experiences to effectively reach and engage customers and target audiences.

© Rutuja Baviskar UX Portfolio 2026

© Rutuja Baviskar UX Portfolio 2026

Want to see ideas come alive?

Get in touch to find out more about digital experiences to effectively reach and engage customers and target audiences.

© Rutuja Baviskar UX Portfolio 2026

Want to see ideas come alive?

Get in touch to find out more about digital experiences to effectively reach and engage customers and target audiences.