Silver Interface, Interaction and User Experience Design · 2021
Maybe Multifunctional App
- A' Design Award 2021 Silver Winner in Interface, Interaction and User Experience Design
- Awarded April 15, 2021
- CLIENT: Peguel
- Estimated Number of Design Views: 39,371
- Verification code 527064DB82 · Verify this award
About Maybe Multifunctional App
Maybe app is simple. It is attractive, clean, and intuitive, generated to talk about the taboo topic of menstruation that unfortunately causes a lot of damage in the correct development of girls, physicaly and emotional.
The solution is generated through collaboration with specialists and parents reaching out the conclusion that the bad experience may be prevented by support and approaching this topic at the right time with the right preparation of parents that through articles understad better how to guide, educate better in order to empower girls and help them know themselves better.
Press Kit
- Unique Properties
- Maybe is the proposal generated to solve this taboo problem. Consists of two main parts inside the appplication: teaching and get analisys of data, both creating a system for preventing bad experiences since you can know an approximate date for your daughter's first period, as well as learn about topics related to the first period or sexuality and be able to address them in the right way at the right time.
- Dimensions & Packaging
- Maybe mobile application is designed for the IOS and Android, orientated in portrait mode. Responsive mobile UI/UX design
- Tags
- social, eduacation, female body, prevention, app, technology, health, UI, UX, device, interface
- Production Technology
- Several design concepts were explored through different of user interface sketches and mockups created with the adobe suite: Adobe XD, Adobe Illustartor; which were then tested with help of parents, psychologists, doctors and specialist.
- Design Challenge
- The first challenge was to talk to parents and teachers about this taboo topic and get the most people involved in order to have a better result, but additionaly, the main challenge was the ability to create an app that could process and give important information in the correct time with an intuitive interface and that felt effortless for the user.
- Project Duration
- Maybe started in September 2019, is still going in Puebla, Mexico.
- Operation Flow
- The app is extremely simple. It is attractive, clean, and intuitive, when filled with the historic data of the girl such as habits, food, sport activity, age, mother’s first period, shows the levels of the female hormones that start to increase their levels between 7-4 weeks before menarche, with this information the user may see the probability of their daughter to have her first menstruation this month, in addition to that, it has previously filtered articles written by psiclogyst, doctors, and specialist for parent or teacher to understad better the anatomy so that you can guide your daughter or minor under your responsibility, educate the girl better, with appropriate information in the correct time so she can confident about her body and herself by giving the tools and understanding knowledge of anatomy and changes she will experience in this new stage, adopting a healthy lifestyle and fighting against taboos.
- Research
- The first step about how to improve the experience of the first menstruation was to investigate the causes of a bad experience, followed by a survey of 27 mothers and 18 women between 18-46 years of what was their experience and how could it be improved. Once with this information, a psychologist and a doctor were spoken to find out how this experience affects various aspects of development. Together with these people, they iterated until they reached an interface that revealed the weaknesses of education and helped prevent a bad first experience.
- Inspiration
- first time, unfortunately most of them had a negative experience that will mark their physical and emotional development, but worse still, some of them died. Girls from 9-13 years old, who committed suicide caused by bullying they suffered due to the ignorance of their peers, parents and teachers about menstruation and the female body. This could be prevented with a opportune education but sadly in some places is considered taboo
- Image Credits
- Main Image: Designer Pedro Miguel Salgado, 2020
Optional Visual 1: Designer Pedro Miguel Salgado, 2020
Optional Visual 2: Designer Pedro Miguel Salgado, 2020
Optional Visual 3: Designer Pedro Miguel Salgado, 2020
Colors of Maybe Multifunctional App
Get Maybe Multifunctional App
Design Interview about Maybe Multifunctional App
The main inspiration behind Maybe… came from a simple question: How does a single father prepare his daughter for an experience he has never personally lived through?
I was particularly interested in the challenges faced by fathers who, despite having the best intentions, may lack the knowledge, confidence, or vocabulary to discuss menstruation with their young daughters. I realized that the problem was not necessarily a lack of care, but often a lack of tools to communicate about something that remains surrounded by cultural taboos.
Maybe… was conceived as a bridge between information and human connection. Rather than simply developing an application to estimate the arrival of a girl’s first period, I wanted to create a tool that could help families anticipate an important milestone and approach it with greater confidence, sensitivity, and understanding.
The guiding principle was that good design should not only solve functional problems, but also address emotional and social barriers. In this case, technology became a means of encouraging conversations, reducing uncertainty, and transforming what might otherwise be an uncomfortable experience into an opportunity for trust and connection between parents and their daughters.
I was particularly interested in the challenges faced by fathers who, despite having the best intentions, may lack the knowledge, confidence, or vocabulary to discuss menstruation with their young daughters. I realized that the problem was not necessarily a lack of care, but often a lack of tools to communicate about something that remains surrounded by cultural taboos.
Maybe… was conceived as a bridge between information and human connection. Rather than simply developing an application to estimate the arrival of a girl’s first period, I wanted to create a tool that could help families anticipate an important milestone and approach it with greater confidence, sensitivity, and understanding.
The guiding principle was that good design should not only solve functional problems, but also address emotional and social barriers. In this case, technology became a means of encouraging conversations, reducing uncertainty, and transforming what might otherwise be an uncomfortable experience into an opportunity for trust and connection between parents and their daughters.
My main focus was to make a sensitive and often misunderstood subject feel approachable, natural, and free from unnecessary discomfort. I wanted to design an experience that could turn uncertainty into understanding, particularly for families where conversations about menstruation might not come easily.
One of my priorities was to create something that felt supportive rather than clinical or intimidating. The visual language, user experience, and educational content were all conceived to make information accessible while encouraging curiosity, confidence, and open communication.
Beyond the application’s predictive concept, I wanted Maybe… to serve as a starting point for meaningful conversations between parents and their daughters. My intention was never to replace parental guidance, but to provide families with the tools and confidence to navigate an important stage of growing up together.
Ultimately, I wanted to demonstrate that design can address problems that are not always visible or tangible. Sometimes, the most meaningful contribution of a designer is not creating something entirely new, but making an existing human experience easier to understand, discuss, and embrace.
One of my priorities was to create something that felt supportive rather than clinical or intimidating. The visual language, user experience, and educational content were all conceived to make information accessible while encouraging curiosity, confidence, and open communication.
Beyond the application’s predictive concept, I wanted Maybe… to serve as a starting point for meaningful conversations between parents and their daughters. My intention was never to replace parental guidance, but to provide families with the tools and confidence to navigate an important stage of growing up together.
Ultimately, I wanted to demonstrate that design can address problems that are not always visible or tangible. Sometimes, the most meaningful contribution of a designer is not creating something entirely new, but making an existing human experience easier to understand, discuss, and embrace.
I believe Maybe… still has significant potential to evolve beyond its original concept. While it began as a design exploration, the social problem it addresses remains relevant, and I see opportunities to develop it into a more comprehensive educational platform.
One direction I would be particularly interested in exploring is collaboration with healthcare professionals, educators, and child development specialists to strengthen the accuracy, accessibility, and educational value of the experience. I would also like to explore how the platform could support different family structures and cultural contexts, especially those where menstrual education remains limited or stigmatized.
For me, the most interesting future of Maybe… is not necessarily technological expansion, but social impact. If the project eventually helps even a small number of fathers feel more prepared to guide their daughters through their first menstruation, it will have achieved something meaningful.
Ultimately, I would like Maybe… to continue exploring a principle that has become increasingly important in my design practice: technology should not replace human connection, but create better conditions for it to happen.
One direction I would be particularly interested in exploring is collaboration with healthcare professionals, educators, and child development specialists to strengthen the accuracy, accessibility, and educational value of the experience. I would also like to explore how the platform could support different family structures and cultural contexts, especially those where menstrual education remains limited or stigmatized.
For me, the most interesting future of Maybe… is not necessarily technological expansion, but social impact. If the project eventually helps even a small number of fathers feel more prepared to guide their daughters through their first menstruation, it will have achieved something meaningful.
Ultimately, I would like Maybe… to continue exploring a principle that has become increasingly important in my design practice: technology should not replace human connection, but create better conditions for it to happen.
The development of Maybe… took approximately six months, from the initial research and conceptual exploration to the final design proposal. A significant part of that time was dedicated to understanding the social and emotional challenges surrounding menstruation, particularly from the perspective of fathers raising daughters.
The process involved researching the subject, defining the user experience, developing the visual identity, and designing an intuitive interface that could communicate sensitive information in an approachable way.
For me, the greatest challenge was not the visual or technical development itself, but finding the right balance between functionality, education, and emotional sensitivity. I wanted every design decision to serve a meaningful purpose.
The process involved researching the subject, defining the user experience, developing the visual identity, and designing an intuitive interface that could communicate sensitive information in an approachable way.
For me, the greatest challenge was not the visual or technical development itself, but finding the right balance between functionality, education, and emotional sensitivity. I wanted every design decision to serve a meaningful purpose.
Maybe… was not a commissioned project. It emerged from my own curiosity and interest in exploring how design could address overlooked social and emotional challenges.
I have always been interested in situations where people struggle not because they lack good intentions, but because they lack the appropriate tools or knowledge. The idea of a single father trying to prepare his daughter for her first menstruation particularly caught my attention. It represented a very human challenge, one where love and responsibility might exist alongside uncertainty and discomfort.
I wanted to explore how design could intervene in that situation, not by replacing human interaction, but by making it easier. What began as a simple observation gradually developed into a broader investigation of menstrual education, communication, and the role technology could play in supporting families.
Ultimately, Maybe… was driven by the belief that meaningful design often begins by questioning ordinary experiences that society has learned to overlook.
I have always been interested in situations where people struggle not because they lack good intentions, but because they lack the appropriate tools or knowledge. The idea of a single father trying to prepare his daughter for her first menstruation particularly caught my attention. It represented a very human challenge, one where love and responsibility might exist alongside uncertainty and discomfort.
I wanted to explore how design could intervene in that situation, not by replacing human interaction, but by making it easier. What began as a simple observation gradually developed into a broader investigation of menstrual education, communication, and the role technology could play in supporting families.
Ultimately, Maybe… was driven by the belief that meaningful design often begins by questioning ordinary experiences that society has learned to overlook.
Maybe… is currently an independent design concept and is not being commercially produced or operated by another company. However, I remain open to exploring opportunities that could eventually bring the project to life.
I would be particularly interested in collaborating with organizations working in education, women’s health, or social innovation, as I believe the concept could benefit from interdisciplinary expertise and institutional support.
My priority would not necessarily be to commercialize the design, but to ensure that its original purpose is preserved: making menstrual education more accessible and helping families navigate important conversations with greater confidence.
Whether through licensing, strategic partnerships, or independent development, I would consider any opportunity that allows Maybe… to create meaningful social impact while maintaining its underlying design philosophy.
I would be particularly interested in collaborating with organizations working in education, women’s health, or social innovation, as I believe the concept could benefit from interdisciplinary expertise and institutional support.
My priority would not necessarily be to commercialize the design, but to ensure that its original purpose is preserved: making menstrual education more accessible and helping families navigate important conversations with greater confidence.
Whether through licensing, strategic partnerships, or independent development, I would consider any opportunity that allows Maybe… to create meaningful social impact while maintaining its underlying design philosophy.
I have always been interested in exploring how design can influence human behavior and improve everyday experiences. With Maybe…, I wanted to move beyond designing physical objects and explore how a digital experience could address a deeply personal and often overlooked social challenge.
I chose to develop a mobile application because of its accessibility, privacy, and potential to provide information at the exact moment someone needs it. When dealing with sensitive subjects such as menstruation, I believe the way information is presented can be just as important as the information itself.
What particularly interested me was the possibility of using technology to encourage something fundamentally human: communication. I wanted to explore how an intuitive interface could help parents, especially fathers, approach unfamiliar conversations with greater confidence and sensitivity.
For me, the medium was never the starting point. The human problem came first, and the digital experience emerged as a way to address it. I believe designers should not limit themselves to a particular discipline or format, but remain open to whichever tools best serve the people they are designing for.
I chose to develop a mobile application because of its accessibility, privacy, and potential to provide information at the exact moment someone needs it. When dealing with sensitive subjects such as menstruation, I believe the way information is presented can be just as important as the information itself.
What particularly interested me was the possibility of using technology to encourage something fundamentally human: communication. I wanted to explore how an intuitive interface could help parents, especially fathers, approach unfamiliar conversations with greater confidence and sensitivity.
For me, the medium was never the starting point. The human problem came first, and the digital experience emerged as a way to address it. I believe designers should not limit themselves to a particular discipline or format, but remain open to whichever tools best serve the people they are designing for.
Not particularly. Maybe… was not directly influenced by a specific designer or existing product. The project was primarily shaped by the social problem I wanted to address and my understanding of the people who might benefit from it.
Rather than looking for aesthetic references, I focused on understanding the emotional and practical challenges surrounding menstrual education, especially within families where these conversations might be difficult.
I wanted the design to emerge naturally from those needs, allowing research, empathy, and functionality to guide the creative process. I believe that sometimes the most meaningful inspiration comes not from observing other designs, but from observing people and questioning how their everyday experiences could be improved.
Rather than looking for aesthetic references, I focused on understanding the emotional and practical challenges surrounding menstrual education, especially within families where these conversations might be difficult.
I wanted the design to emerge naturally from those needs, allowing research, empathy, and functionality to guide the creative process. I believe that sometimes the most meaningful inspiration comes not from observing other designs, but from observing people and questioning how their everyday experiences could be improved.
The primary target audience for Maybe… is parents, particularly fathers who may feel uncertain about how to prepare their daughters for their first menstruation. I was especially interested in single fathers, who might not always have someone to turn to for guidance on a subject they have never personally experienced.
The application is designed to provide parents with accessible information, practical guidance, and the confidence to approach these conversations naturally and responsibly.
Although parents are the primary users, their daughters are ultimately the main beneficiaries. My intention was to create a tool that empowers parents to become better guides, helping young girls approach this important stage of their lives feeling informed, supported, and understood.
The application is designed to provide parents with accessible information, practical guidance, and the confidence to approach these conversations naturally and responsibly.
Although parents are the primary users, their daughters are ultimately the main beneficiaries. My intention was to create a tool that empowers parents to become better guides, helping young girls approach this important stage of their lives feeling informed, supported, and understood.
What sets Maybe… apart is its approach to menstrual education from a perspective that is often overlooked: that of the parents, particularly fathers.
While most menstrual health applications focus on tracking cycles, symptoms, or providing information directly to women and girls, Maybe… was conceived as a tool to help parents prepare for their daughters’ first menstruation, both practically and emotionally.
One of its distinctive features is the concept of anticipating the approximate arrival of the first menstrual period, allowing families to prepare before the experience occurs rather than simply responding to it afterward.
However, I believe its most important distinction lies in its human-centered philosophy. Maybe… is not simply about predicting a biological event or delivering educational content. It is about creating opportunities for communication, strengthening trust, and helping parents feel more confident in situations they might otherwise find unfamiliar or uncomfortable.
Ultimately, I wanted to design something that goes beyond individual functionality and considers the relationships surrounding the user. To me, that is where design can make a meaningful difference.
While most menstrual health applications focus on tracking cycles, symptoms, or providing information directly to women and girls, Maybe… was conceived as a tool to help parents prepare for their daughters’ first menstruation, both practically and emotionally.
One of its distinctive features is the concept of anticipating the approximate arrival of the first menstrual period, allowing families to prepare before the experience occurs rather than simply responding to it afterward.
However, I believe its most important distinction lies in its human-centered philosophy. Maybe… is not simply about predicting a biological event or delivering educational content. It is about creating opportunities for communication, strengthening trust, and helping parents feel more confident in situations they might otherwise find unfamiliar or uncomfortable.
Ultimately, I wanted to design something that goes beyond individual functionality and considers the relationships surrounding the user. To me, that is where design can make a meaningful difference.
The name Maybe… reflects one of the central ideas behind the project: uncertainty.
A girl’s first menstruation is an important milestone, but knowing exactly when it will happen is impossible. I wanted a name that could acknowledge that uncertainty without making it feel frightening or overwhelming.
The word “maybe” suggests possibility rather than certainty, which felt particularly appropriate for an application designed to help families anticipate and prepare for an experience that cannot be predicted with absolute precision.
The three dots were equally intentional in the concept. They represent anticipation, an unfinished thought, and the idea that something is about to happen. There is a certain openness to the name that invites curiosity rather than imposing an answer.
Ultimately, I liked the simplicity and honesty of Maybe… It does not promise to know everything. Instead, it encourages people to ask questions, explore possibilities, and prepare for what comes next. I believe that sometimes good design is not about eliminating uncertainty, but helping people feel more comfortable navigating it.
A girl’s first menstruation is an important milestone, but knowing exactly when it will happen is impossible. I wanted a name that could acknowledge that uncertainty without making it feel frightening or overwhelming.
The word “maybe” suggests possibility rather than certainty, which felt particularly appropriate for an application designed to help families anticipate and prepare for an experience that cannot be predicted with absolute precision.
The three dots were equally intentional in the concept. They represent anticipation, an unfinished thought, and the idea that something is about to happen. There is a certain openness to the name that invites curiosity rather than imposing an answer.
Ultimately, I liked the simplicity and honesty of Maybe… It does not promise to know everything. Instead, it encourages people to ask questions, explore possibilities, and prepare for what comes next. I believe that sometimes good design is not about eliminating uncertainty, but helping people feel more comfortable navigating it.
The development of Maybe… involved a combination of Adobe Creative Cloud tools and UX/UI design methodologies. Adobe Illustrator and Photoshop were used to develop the visual identity, graphic elements, and overall aesthetic direction, while Adobe XD supported the interface design, wireframing, and interactive prototyping.
Beyond the software itself, the process involved user journey mapping, information architecture, and user flow development to understand how parents would interact with the application and navigate its different features.
I also focused on visual hierarchy, intuitive navigation, and the relationship between information and emotion, ensuring that the interface remained approachable and easy to understand.
For me, digital tools are simply a means of translating ideas into experiences. The real design work happens in understanding the user, identifying their needs, and making thoughtful decisions about how technology can serve them.
Beyond the software itself, the process involved user journey mapping, information architecture, and user flow development to understand how parents would interact with the application and navigate its different features.
I also focused on visual hierarchy, intuitive navigation, and the relationship between information and emotion, ensuring that the interface remained approachable and easy to understand.
For me, digital tools are simply a means of translating ideas into experiences. The real design work happens in understanding the user, identifying their needs, and making thoughtful decisions about how technology can serve them.
I believe the most unique aspect of Maybe… is that it was designed for someone who is not directly experiencing the biological event, but who plays an essential role in how that experience is understood and navigated.
Rather than focusing exclusively on girls approaching their first menstruation, I wanted to consider the fathers standing beside them, particularly those who might feel unprepared to discuss something they have never personally experienced.
What makes the concept distinctive is the combination of anticipation, education, and emotional support. By exploring the possibility of estimating when a girl’s first period might occur, Maybe… aims to give parents an opportunity to prepare, learn, and initiate conversations before that moment arrives.
To me, the real innovation is not necessarily technological. It is about recognizing an overlooked human need and approaching a familiar subject from an entirely different perspective.
Sometimes, the most valuable thing a designer can do is not invent a new solution, but recognize someone who has been left out of the conversation.
Rather than focusing exclusively on girls approaching their first menstruation, I wanted to consider the fathers standing beside them, particularly those who might feel unprepared to discuss something they have never personally experienced.
What makes the concept distinctive is the combination of anticipation, education, and emotional support. By exploring the possibility of estimating when a girl’s first period might occur, Maybe… aims to give parents an opportunity to prepare, learn, and initiate conversations before that moment arrives.
To me, the real innovation is not necessarily technological. It is about recognizing an overlooked human need and approaching a familiar subject from an entirely different perspective.
Sometimes, the most valuable thing a designer can do is not invent a new solution, but recognize someone who has been left out of the conversation.
Maybe… was primarily developed as an independent design project, with my involvement spanning conceptual research, visual identity, user experience, and interface design.
Given the sensitive nature of the subject, the design process required exploring knowledge beyond traditional design disciplines, particularly in menstrual health, child development, and digital interaction. Understanding these areas was essential to developing a concept that could address both practical and emotional needs.
Although my primary contribution was in design, I believe a project like Maybe… benefits greatly from interdisciplinary collaboration. Bringing together expertise in healthcare, education, psychology, and technology would be an important step toward transforming the concept into a fully functional and scientifically validated product.
For me, one of the most valuable lessons was recognizing that good design does not require a designer to know everything, but rather to understand which questions to ask and when other disciplines can contribute to a better solution.
Given the sensitive nature of the subject, the design process required exploring knowledge beyond traditional design disciplines, particularly in menstrual health, child development, and digital interaction. Understanding these areas was essential to developing a concept that could address both practical and emotional needs.
Although my primary contribution was in design, I believe a project like Maybe… benefits greatly from interdisciplinary collaboration. Bringing together expertise in healthcare, education, psychology, and technology would be an important step toward transforming the concept into a fully functional and scientifically validated product.
For me, one of the most valuable lessons was recognizing that good design does not require a designer to know everything, but rather to understand which questions to ask and when other disciplines can contribute to a better solution.
Technology plays an essential role in Maybe…, but I have always seen it as a tool rather than the ultimate purpose of the project.
The concept explores how data analysis and digital interaction could help estimate the approximate timing of a girl’s first menstruation, transforming biological information into something parents can use to prepare and make informed decisions.
However, what interests me most is not the predictive technology itself, but what it makes possible. By combining accessible educational content with an intuitive digital experience, Maybe… aims to reduce uncertainty and help parents approach sensitive conversations with greater confidence.
I also believe technology has a responsibility to remain understandable, especially when dealing with personal and sensitive information. The interface was conceived to simplify complexity without sacrificing the seriousness of the subject.
Ultimately, I see technology in Maybe… as a bridge between knowledge and human connection. Its greatest value is not in replacing parental intuition or medical guidance, but in empowering families with information that might otherwise be difficult to access or discuss.
To me, the most meaningful use of technology is not making human experiences more digital, but making them more human.
The concept explores how data analysis and digital interaction could help estimate the approximate timing of a girl’s first menstruation, transforming biological information into something parents can use to prepare and make informed decisions.
However, what interests me most is not the predictive technology itself, but what it makes possible. By combining accessible educational content with an intuitive digital experience, Maybe… aims to reduce uncertainty and help parents approach sensitive conversations with greater confidence.
I also believe technology has a responsibility to remain understandable, especially when dealing with personal and sensitive information. The interface was conceived to simplify complexity without sacrificing the seriousness of the subject.
Ultimately, I see technology in Maybe… as a bridge between knowledge and human connection. Its greatest value is not in replacing parental intuition or medical guidance, but in empowering families with information that might otherwise be difficult to access or discuss.
To me, the most meaningful use of technology is not making human experiences more digital, but making them more human.
Yes, research played a fundamental role in the development of Maybe… In fact, the project began with an investigation into the biological, psychological, and social aspects surrounding a girl’s first menstruation.
I explored existing medical literature and statistical information regarding menarche, including the factors that may influence its timing, such as age, physical development, genetics, and other biological indicators. This research helped shape the application’s central concept: using relevant information to explore the possibility of estimating when a girl’s first period might occur.
Beyond the biological research, I was particularly interested in understanding the social and emotional dimensions of menstrual education. I examined how cultural taboos, misinformation, and communication barriers can affect the way families approach this important stage of development.
These findings influenced the design decisions, from the application’s educational approach to its visual language and user experience. I wanted to translate complex and sometimes intimidating information into something approachable, intuitive, and useful for parents.
For me, research is not simply a preliminary stage of the design process. It is what allows design decisions to move beyond personal assumptions and become meaningful responses to real human needs. With Maybe…, the challenge was to connect scientific understanding with empathy, creating a concept that could make knowledge more accessible and family conversations a little easier.
I explored existing medical literature and statistical information regarding menarche, including the factors that may influence its timing, such as age, physical development, genetics, and other biological indicators. This research helped shape the application’s central concept: using relevant information to explore the possibility of estimating when a girl’s first period might occur.
Beyond the biological research, I was particularly interested in understanding the social and emotional dimensions of menstrual education. I examined how cultural taboos, misinformation, and communication barriers can affect the way families approach this important stage of development.
These findings influenced the design decisions, from the application’s educational approach to its visual language and user experience. I wanted to translate complex and sometimes intimidating information into something approachable, intuitive, and useful for parents.
For me, research is not simply a preliminary stage of the design process. It is what allows design decisions to move beyond personal assumptions and become meaningful responses to real human needs. With Maybe…, the challenge was to connect scientific understanding with empathy, creating a concept that could make knowledge more accessible and family conversations a little easier.
One of the greatest challenges was designing around an experience I had never personally lived through. As a man, I had to recognize that my understanding of menstruation was inherently limited, and that good intentions alone were not enough to create a meaningful solution.
This made research particularly important. I needed to approach the subject with intellectual humility, questioning my assumptions and developing a deeper understanding of the biological, emotional, and social dimensions of a girl’s first menstruation. It was essential to distinguish scientific information from cultural misconceptions, especially when exploring a concept involving biological predictions.
Another challenge was translating that complexity into a simple and approachable user experience without trivializing the subject or making assumptions about how every girl might feel.
Interestingly, this challenge also reinforced the original inspiration behind Maybe… I was trying to understand something unfamiliar to me, much like the fathers I was designing for.
Ultimately, the project taught me an important lesson about empathy in design: understanding the user does not always mean sharing their experience. Sometimes, it means recognizing the limits of your own perspective and being willing to learn beyond them.
This made research particularly important. I needed to approach the subject with intellectual humility, questioning my assumptions and developing a deeper understanding of the biological, emotional, and social dimensions of a girl’s first menstruation. It was essential to distinguish scientific information from cultural misconceptions, especially when exploring a concept involving biological predictions.
Another challenge was translating that complexity into a simple and approachable user experience without trivializing the subject or making assumptions about how every girl might feel.
Interestingly, this challenge also reinforced the original inspiration behind Maybe… I was trying to understand something unfamiliar to me, much like the fathers I was designing for.
Ultimately, the project taught me an important lesson about empathy in design: understanding the user does not always mean sharing their experience. Sometimes, it means recognizing the limits of your own perspective and being willing to learn beyond them.
decided to submit Maybe… to an international design competition because I believed the project addressed a meaningful human challenge that deserved to be part of a broader conversation about design.
For me, design competitions are not simply about recognition. They are opportunities to expose ideas to different perspectives, challenge our own standards, and understand how a project resonates beyond its original cultural or geographical context.
What encouraged me to submit Maybe… was precisely its unconventional approach. It was not necessarily the most technologically sophisticated concept, but I believed its strength lay in identifying an overlooked need and proposing a thoughtful, human-centered solution.
I was also interested in seeing how an international design community would respond to a project that placed empathy, education, and family relationships at the center of a digital experience.
Ultimately, I wanted to demonstrate that meaningful innovation does not always require extraordinary technology or complex solutions. Sometimes, it begins with recognizing an ordinary human difficulty and having the curiosity to ask whether design could make it better.
For me, design competitions are not simply about recognition. They are opportunities to expose ideas to different perspectives, challenge our own standards, and understand how a project resonates beyond its original cultural or geographical context.
What encouraged me to submit Maybe… was precisely its unconventional approach. It was not necessarily the most technologically sophisticated concept, but I believed its strength lay in identifying an overlooked need and proposing a thoughtful, human-centered solution.
I was also interested in seeing how an international design community would respond to a project that placed empathy, education, and family relationships at the center of a digital experience.
Ultimately, I wanted to demonstrate that meaningful innovation does not always require extraordinary technology or complex solutions. Sometimes, it begins with recognizing an ordinary human difficulty and having the curiosity to ask whether design could make it better.
Maybe… taught me one of the most important lessons I have learned as a designer: empathy is not simply about imagining yourself in someone else’s position, but about recognizing how much you do not know and taking the responsibility to understand it.
Working on a subject I had never personally experienced forced me to question my assumptions, approach research with greater rigor, and become more conscious of the responsibility that comes with designing for others.
It also changed the way I understood the relationship between design and human behavior. I realized that a successful solution does not necessarily have to introduce something entirely new. Sometimes, its greatest contribution is making an uncomfortable conversation easier, helping someone feel more prepared, or creating a sense of understanding where uncertainty previously existed.
On a professional level, the project strengthened my ability to approach unfamiliar subjects, connect information from different disciplines, and translate complex research into accessible design experiences.
Perhaps the most valuable lesson was understanding that, as designers, we do not always need to have the answers. We need to be curious enough to ask the right questions, humble enough to listen, and responsible enough to ensure that our solutions genuinely serve the people we design for.
Working on a subject I had never personally experienced forced me to question my assumptions, approach research with greater rigor, and become more conscious of the responsibility that comes with designing for others.
It also changed the way I understood the relationship between design and human behavior. I realized that a successful solution does not necessarily have to introduce something entirely new. Sometimes, its greatest contribution is making an uncomfortable conversation easier, helping someone feel more prepared, or creating a sense of understanding where uncertainty previously existed.
On a professional level, the project strengthened my ability to approach unfamiliar subjects, connect information from different disciplines, and translate complex research into accessible design experiences.
Perhaps the most valuable lesson was understanding that, as designers, we do not always need to have the answers. We need to be curious enough to ask the right questions, humble enough to listen, and responsible enough to ensure that our solutions genuinely serve the people we design for.
If there is one thing I would like to emphasize, it is that Maybe… was never just about menstruation. It was about communication, responsibility, and the small moments in which people need guidance but do not always know where to find it.
I believe we often associate innovation with technological advancement, when some of the most meaningful opportunities for design exist in ordinary human experiences that we have simply learned to accept as they are.
Working on Maybe… reinforced my belief that designers have a responsibility to question those experiences, especially when silence, embarrassment, or cultural expectations prevent people from accessing knowledge or asking for help.
I also hope the project encourages other designers to explore subjects outside their personal experiences and areas of expertise. We should approach unfamiliar realities with humility, curiosity, and respect, rather than allowing our own limitations to define the boundaries of our work.
Ultimately, I believe the value of design should not be measured only by what we create, but also by what we make possible for others.
If Maybe… can inspire a father to have a conversation he might otherwise have avoided, then the project has already demonstrated the kind of impact I believe design should aspire to achieve.
I believe we often associate innovation with technological advancement, when some of the most meaningful opportunities for design exist in ordinary human experiences that we have simply learned to accept as they are.
Working on Maybe… reinforced my belief that designers have a responsibility to question those experiences, especially when silence, embarrassment, or cultural expectations prevent people from accessing knowledge or asking for help.
I also hope the project encourages other designers to explore subjects outside their personal experiences and areas of expertise. We should approach unfamiliar realities with humility, curiosity, and respect, rather than allowing our own limitations to define the boundaries of our work.
Ultimately, I believe the value of design should not be measured only by what we create, but also by what we make possible for others.
If Maybe… can inspire a father to have a conversation he might otherwise have avoided, then the project has already demonstrated the kind of impact I believe design should aspire to achieve.