HPB Youth Preventive Services — YPS

Concept Assessment

Assessment of three co-created concepts against success metrics, EAST, B=MAP, and Kano. Based on online prototype testing with 8 parents and 3 youth.

Concepts tested
3 (C1, C2, C3)
Parent participants
8 (TP01 – TP10)
Youth participants
3 (TY01, TY04, TY11)
Testing mode
Online (HTML prototypes)
Frameworks used
EAST, B=MAP, Kano, Success Metrics
Note on online testing of physical concepts

All three concepts are physical products tested online. This matters for how we read the results.

What was validly tested: comprehension, first impressions, emotional responses, real-life fit judgements, role clarity, and ratings. These findings are reliable.

What was not tested: tactile experience, spatial fit in the home, the feeling of holding and moving physical objects, and whether the room itself changes behaviour. Some confusion (e.g. clicking wrong buttons, QR code bugs) was prototype friction, not concept friction.

What this means: ratings may be lower than they would be with a physical prototype in hand. A physical pilot is needed before any concept is shelved based on these scores alone.

Frameworks used in this assessment
Primary lens
EAST

Easy, Attractive, Social, Timely. Used to assess what the participant experience was actually like across each concept. Maps directly onto the testing objectives.

Design lens
B=MAP

Motivation, Ability, Prompt. Used alongside EAST to assess what would need to be true for participants to actually change their behaviour. Diagnostic, not just experiential.

Feature prioritisation
Kano Model

Separates must-haves (cause dissatisfaction if missing) from performance features (more is better) and delighters (unexpected wins). Used to prioritise what to fix, keep, and add.

Pass / fail gate
Success Metrics

Client-defined success criteria per concept. Each metric scored as Met, Partial, or Not Met, with participant evidence behind each call.

C1

Bedtime Wind-Down

"Build your bedtime routine. Together." — Physical magnet board for shared sleep wind-down.
📋
Overall verdict

The concept resonated with parents and one youth. The idea of a shared physical object that creates mutual accountability landed. But the prototype had real usability gaps — unclear instructions, ambiguous icons, and a parent column that confused most participants. Online testing also meant nobody tested whether the board actually fits or feels right in a real bedroom. The concept is worth taking to a physical pilot. It is not ready to scale as designed.

Success metrics scorecard
Youth chooses magnets that reflect what they would actually do, not what sounds good
TY01 connected naturally, placing magnets that matched her real routine. TY04 dismissed most options as not fitting her mood or actual habits. TY11 was confused and needed help before she could engage. TP09 read each magnet aloud and rejected them one by one in real time.
Partial
The parent column feels fair to both sides, not like surveillance
TY04 called the emotional section an invasion of privacy. TP01 loved the Parent Says column and used it naturally. TP09 felt the parent column was something the children would control, not the parent. Role of the parent column was unclear to most.
Partial
The weekly review feels manageable, not like another task
No participant commented positively on the weekly review. TP07, TP09, and TP10 all predicted the concept would be dropped within one to two weeks. No one described the review as something they looked forward to.
Not met
Both youth and parent can see themselves using it beyond the first week
TP01 was the clearest yes — asked for it for free at the end. TY01 rated it 5/7 and saw it helping her procrastination. Most others were doubtful beyond the novelty period. TP07 said "will it be consistent for a period? I don't think so."
Partial
EAST assessment
EAST Framework
Easy
Mixed. Dragging magnets was intuitive once explained. But "How to Play" was read as a clickable button, not a label (TP05). Emotion icons were unclear without text labels (TP10). The parent column role was misunderstood by multiple participants. Instructions need to do more work upfront.
Attractive
Split by age and stage. TP01 immediately personalised and engaged. TY01 responded positively and saw herself using it. TY11 called it "adultish." TY04 dismissed most magnet options as not fitting her. TP07 said it suits preschoolers, not teens. The concept's attractiveness depends heavily on who is looking at it.
Social
Potential is there, not yet activated. TP06 liked the mutual commitment framing — both parties must show up. TP01 reflected on her own screen habit when she saw it. TY04 felt the emotion section was surveillance, not connection. The social dynamic needs clearer framing to land as collaborative rather than monitored.
Timely
Right window, conditional fit. The bedtime window (9pm–midnight) is exactly where sleep is unstructured. For families already anchoring to a shared bedtime routine, it fits. For families where bedtime is loose or parents are not home, the trigger for using the board is missing.
B=MAP
Moti­vation
Present for a subset, absent for most. TP01 and TY01 had genuine motivation — structure, organisation, mutual awareness. For TY11, motivation was fear of being scolded, not genuine interest. For TY04, the privacy concern actively reduced motivation. Motivation needs to be built in more explicitly, not assumed.
Ability
Board format is easy once understood. The drag mechanic worked. The main ability gap is comprehension — participants needed help understanding what the parent column is for, what the emotion icons mean, and who decides what. Add labels and a short first-use guide.
Prompt
This is the concept's core strength. A physical board on the fridge or wall is a persistent cue. It does not require opening an app or remembering a habit. The prompt is always there. This is the most important design feature to protect in any iteration.
Kano classification
Feature priority mapping — Bedtime Bundle
Type
What it means
Features in this category
Action
Must-have
Causes dissatisfaction if missing. Not noticed when present.
Clear text labels on emotion icons. Unambiguous parent column instructions. Explanation of who does what on first use.
Fix before pilot
Performance
More of it means more satisfaction. Participants noticed and wanted more.
Flexibility to change magnets daily, not just weekly. Blank/custom magnets. Timing guidance printed on the board.
Improve for v2
Delighter
Unexpected features that created positive surprise.
Parent Says column used naturally as advance reminders (TP01). Mood tracking revealing parental screen habits (TP01 spontaneously reflected on her own TikTok use).
Protect and amplify
Modifications needed before piloting
  • Add text labels to emotion icons — faces alone were not read consistently
  • Reframe the parent column — make it clear this is a commitment, not a surveillance slot
  • Change "How to Play" from a button to a heading
  • Allow daily changes to magnets, not just weekly resets
  • Add a short first-use guide explaining who does what and when
Wishlist for next version
  • Sleep goal and a simple progress tracker (TY01)
  • Blank custom magnets so youth can add their own items
  • Timing guidance printed directly on the board
  • Digital companion with optional notifications (TY01 suggestion)
  • Reward mechanic for sustained use — Robux (TP07), stickers or discounts (TP01)
What online testing could not tell us
  • Whether the board actually fits on the fridge or bedroom wall — several participants have non-magnetic fridges (TY04)
  • Whether the physical act of moving a magnet creates more commitment than clicking a screen
  • Whether parents and youth would use it together or separately — online testing only captured individual reactions
  • Whether the board stays visible long enough to act as a persistent prompt in a real home
C2

Hook U Up

"Pick a card. Find a buddy. Do it together." — 14-day peer challenge card deck.
📋
Overall verdict

Highest desirability of the three concepts. Two youth asked to buy it unprompted — the strongest purchase signal in any session. The peer mechanic and visual design landed immediately. One critical blocker: the QR code proof mechanic does not work during school hours under the 2026 phone policy. The "one fixed buddy for 14 days" rule was too rigid for most participants. Both issues are fixable. This concept is closest to being pilot-ready.

Success metrics scorecard
Youth understand the buddy format and know what to do without being told
TY01, TY04, and TY11 all grasped the format quickly and without needing researcher help. Parents took slightly longer but understood it once they read the cards. The format is clear.
Met
They can name a real person they would do it with
TY04 immediately thought of the friend she calls every night before bed — the challenge would fit straight into an existing habit. TY11 named a group of school friends and invented a bet mechanic on the spot. Both were specific and unprompted.
Met
The topic deck feels relevant to them now, not in the future
"Glow Up" and "Recharge" resonated immediately. "Energy era" as language landed without explanation. "Bulk Up" put some female participants off — the label felt male-coded. One participant wanted a skincare/makeup card added. Relevance is high but unevenly distributed across decks.
Partial
They would try at least one challenge without being asked
TY04 and TY11 both said yes directly. TY01 rated it 7/7 and said she would pay for it. Parents were more reserved — most said their child would need a prompt. The youth themselves were the strongest signal here.
Met
EAST assessment
EAST Framework
Easy
Card format is clear. QR upload is not. Reading the cards and flipping to the back was intuitive — TP07 specifically enjoyed the flip reveal. The QR code upload process was rated 3/7 for ease by TP10: too many steps (scan, log in, post, share URL). TP05 also hit a prototype bug where clicking only showed the card back. Fix the upload flow or rethink proof of completion.
Attractive
Strongest visual response of all three concepts. TY11 said it looked colourful and like something to do with friends within seconds. Two youth asked to buy it unprompted. TP01 called it "very smart." The card flip reveal created genuine curiosity (TP07 noted this). Most attractive concept by a clear margin.
Social
Peer mechanic is the concept's backbone. The buddy system resonated but one fixed buddy for 14 days was too rigid — TP01 wanted flexibility to challenge different people each day. TY11 spontaneously invented a bet mechanic with friends. TY04 would use it during her nightly friend call. The social energy is real. The constraint around the buddy needs loosening.
Timely
Right time, but the QR proof creates a problem. The after-school window (2–6pm) is exactly when peer influence is highest and adult supervision is lowest. The concept fits the window. But students hand their phones in at the start of the school day in 2026. Any QR code scanning during school hours is not possible. Proof of completion needs to happen outside school.
B=MAP
Moti­vation
Strongest motivation of all three concepts. Peer belonging, wanting to look good, challenge culture, and identity (energy, glow-up) are all present. TY11 invented her own accountability mechanic (friendly bet). TY04 connected it to a habit she already has. The concept does not ask participants to be motivated about health — it asks them to be motivated about their social world. This is the right frame.
Ability
Card format is easy. QR upload needs work. The card itself is simple. The proof mechanic (scan QR, upload photo/clip, share) has too many steps and was rated tedious. TY04 also flagged that her ACL injury means some physical challenges are not possible for her — a skip or swap mechanic would help.
Prompt
Peer is the prompt. The friend doing the challenge alongside you is the main prompt to keep going. The Shield mechanic (one free slip without breaking the streak) reduces the fear of failing and keeps the group together. Streak tracking (TY04's Duolingo comparison) would strengthen this. The prompt system works better than C1 because it is social, not solo.
Kano classification
Feature priority mapping — Hook U Up
Type
What it means
Features in this category
Action
Must-have
Causes dissatisfaction if missing. Not noticed when present.
QR proof mechanism that works outside school hours. Upload deadline that matches when youth actually go to bed (not midnight). "Bulk Up" label revised to be gender-neutral. Flexibility to change buddy or add more people beyond one fixed pair.
Fix before pilot
Performance
More of it means more satisfaction.
More topic decks relevant to female participants (skincare, nutrition). Skip or swap mechanic for physical challenges when injured or unable. Earlier upload deadline option.
Improve for v2
Delighter
Unexpected positive reactions.
Card flip reveal created genuine curiosity (TP07). "Energy era" language landed without explanation — youth understood it immediately. TY11 invented her own bet accountability mechanic. Two youth asked to buy the physical deck unprompted.
Protect and amplify
Modifications needed before piloting
  • Rethink QR proof — must work outside school hours given 2026 phone policy
  • Change upload deadline from midnight to earlier (suggest 9:30–10pm)
  • Rename "Bulk Up" — current label puts female participants off
  • Loosen the buddy rule — allow flexible challenger per day or per card, not one fixed person for 14 days
  • Add a skip or swap option for physical challenges
Wishlist for next version
  • Streak tracker — Duolingo-style counter was the single most requested feature (TY04)
  • Audio version of challenge instructions (TY04: "I learn better by listening")
  • Parent view to see progress and leave encouraging comments (TP10)
  • Optional individual ranking alongside buddy format (TP05)
  • Makeup and skincare card category for female participants (TP04, TP10)
What online testing could not tell us
  • Whether the physical card deck creates more commitment than a digital card — the feel of shuffling and holding the deck was not tested
  • Whether peer accountability actually works over 14 days — testing only captured first impressions, not sustained use
  • Whether the QR upload actually breaks down in practice or whether participants would find a workaround
  • Whether the Shield mechanic (one free slip) actually bonds the group or creates a loophole
C3

We Open Up

"A card game for parents and teens. No agenda. Just talk." — Family conversation card game with reveal mechanic.
📋
Overall verdict

Conceptually the most needed. Practically the least ready. The Swap and Spark mechanic confused almost every participant in the online format — this is very likely a testing medium problem, not a concept problem. Questions landed as too deep for current trust levels in most families. The one participant who ranked it first (TP06) was also the one who most needed it — his son has grown distant since secondary school. The concept is directionally right but needs a simpler entry point and clearer mechanics before it can be tested properly.

Success metrics scorecard
Both parents and youth say it does not feel like a health intervention
Most participants described it as a card game first, not a health tool. TP01 liked the bright colours and fun format. TY11 called it "very adult" but not clinical. The health framing stayed hidden. However some questions felt heavy enough to remind participants of a counselling exercise.
Partial
The Swap mechanic surprises them — they did not expect to be wrong about the other person
The Swap mechanic was not tested as intended in any session. Most participants could not understand what the blue cards did without researcher explanation (TP02, TP05, TP10). Nobody reached the moment of surprise. This is almost certainly a prototype limitation, not a concept failure — physical cards with clear role-switching would work differently.
Not met
Parents feel less like an enforcer. Youth feel less singled out.
TP06 felt this most clearly — C3 gave him a way to connect without issuing instructions. TY01 liked that she could ask questions to her parents, not just answer them — the reversed dynamic felt new. But TY04 said she would feel suspicious if her parents started the game. TY11 called it adult-coded. Depends heavily on family dynamic.
Partial
Both sides would play it again
TP06 ranked it 1st and said he would use it on holiday. TY01 rated it 7/7 and 6/7 likelihood. TP07 rated it 2/7 and would not keep any part as designed. TP10 rated it 1/7. Highly split — strongest for families already looking for a way to reconnect, not useful for families where the tool itself would cause suspicion.
Partial
EAST assessment
EAST Framework
Easy
Most confusing concept to navigate. The Swap and Spark mechanic required researcher intervention in almost every session. TP02, TP05, and TP10 all got stuck at the same point. Questions needed worked examples before participants understood the expected answer style. The mechanic is not easy in an online format — physical cards with tactile role-switching will likely test very differently.
Attractive
Divided response. TP06 responded most positively — said it was straightforward, portable, and the most tempting to try. TY11 liked the soft colours. TY01 found the reversed dynamic (asking questions to parents) genuinely exciting. But TP07 would remove everything and start again. TP10 rated all dimensions 1/7. Attractive only to participants who already want connection.
Social
Core premise is strong. Execution needs trust groundwork. The simultaneous reveal so neither side dominates is a sound mechanic. But TY04 would feel suspicious if parents started the game — the tool cannot build trust that does not already exist. TP09's introverted child would shut down. TY11 said it is too adult. The concept needs a lighter entry set before the deeper questions.
Timely
Right setting, no clear trigger. The dining table in the evening is realistic for families who already share a meal. But there is no clear prompt for when to start. Unlike C1 (board always visible) or C2 (peer initiates), C3 relies on one person choosing to begin — and most youth would not initiate, and most parents would not know how to start without it feeling forced.
B=MAP
Moti­vation
Higher for parents than youth. Parents who felt the relationship narrowing wanted a tool like this — TP06 is the clearest example. Youth motivation is lower because they already know the conversation will happen on parent terms. TY01 was an exception — the reversed dynamic motivated her. The concept needs to make the youth's motivation visible, not just the parent's.
Ability
Mechanic too complex for online testing to validate. The Swap and Spark cards need to be held, read, and physically placed to work as intended. Online, they looked like navigation errors. A physical test with actual cards at a real table will tell us much more about ability than this session could. Do not judge ease by these results alone.
Prompt
No clear prompt built into the concept. C1 has the board. C2 has the peer. C3 has neither — it relies on a parent or youth deciding to start. TP09 suggested writing notes as a lower-pressure alternative. TP07 wanted curiosity-driven questions that naturally draw people in. The concept needs a trigger — something that makes starting feel low-stakes and obvious, not deliberate.
Kano classification
Feature priority mapping — We Open Up
Type
What it means
Features in this category
Action
Must-have
Causes dissatisfaction if missing.
Clearer Swap and Spark card instructions — ideally shown on the card itself, not in a separate guide. A starter set of lighter questions before the deeper ones. An obvious trigger or prompt for when to begin playing.
Fix before pilot
Performance
More of it means more satisfaction.
Tiered question depth — easy set first, deeper set unlocked over time as trust builds (TP10: "these are level 2–3 questions, need simpler daily-life set first"). Worked examples on each card so players know what kind of answer is expected.
Improve for v2
Delighter
Unexpected positive reactions.
TY01 genuinely excited by the reversed dynamic — she could ask questions to her parents for once. TP06 liked portability — said he would use it on holiday. The simultaneous reveal mechanic, once understood, is conceptually strong and unlike anything participants had seen before.
Protect and amplify
Modifications needed before piloting
  • Simplify or rename Swap and Spark — most participants could not work out what they did without help
  • Add a starter set of lighter, everyday questions as a warm-up before emotional depth
  • Add worked examples on each question card so players know what a good answer looks like
  • Build in a prompt or trigger — the concept needs something that makes starting feel easy, not deliberate
  • Link Spark card questions clearly to the category card they follow — TP10 caught this design gap herself
Wishlist for next version
  • Friend-pair version for youth who are not ready to play with parents yet (TY04)
  • Written alternative for introverted participants — notes instead of speaking aloud (TP09)
  • Questions about curiosity and things outside the house, not just family dynamics (TP07)
  • Shorter 10-minute version for families who cannot commit to 15–20 minutes regularly
  • Fun starter format like Never Have I Ever as an entry point (TY11)
What online testing could not tell us
  • Whether the Swap mechanic actually surprises people when played with physical cards at a real table — the moment of reveal needs to be experienced in person
  • Whether the simultaneous reveal reduces defensiveness in practice — this is the concept's core claim and was not validly tested online
  • Whether 15–20 minutes at the dining table feels manageable when the cards are real and the conversation is live
  • Whether the "For now" framing on the agreement sheet actually reduces conflict — participants never reached that point in the online prototype
Cross-concept summary
Dimension C1 Bedtime Bundle C2 Hook U Up C3 We Open Up
Desirability Moderate. Strong for TP01 and TY01. Low for teens who saw it as adult-coded. Highest of all three. Two youth asked to buy it unprompted. Split. High for parents who want reconnection. Low for youth who feel suspicious.
Comprehension Partial. Magnet dragging intuitive. Parent column and emotion icons unclear. High. Card format understood quickly by all youth participants. Low in online format. Swap and Spark confused almost everyone. Physical test likely very different.
Real-life fit Fits for families with an existing bedtime anchor. Weaker for loose or absent routines. Fits the 2–6pm after-school window exactly. QR proof blocked during school hours. Fits families who already share dinner. No trigger built in for families who do not.
Pilot readiness Needs 5 fixes before pilot. Physical test will tell us more than this session could. Closest to ready. Needs QR fix and buddy rule loosening. Otherwise go. Most work to do. Needs mechanic simplification and question tiering before piloting.
Biggest risk Dropped after first week. No sustained engagement mechanism beyond the board itself. QR code blocked by school policy. One fixed buddy too rigid for real friendships. Nobody starts it. No prompt means no trigger. Mechanic confusion puts people off before they begin.
Biggest strength Persistent physical prompt. The board is always there — no willpower needed to see it. Peer motivation does the heavy lifting. Youth already do this — the concept just channels it. Simultaneous reveal means neither side dominates. Conceptually the most equitable of the three.