MDes Design Innovation & Transformation Design School of Innovation & Technology

Hexiang Huang

(He/Him)

As a designer, I am committed to applying systems thinking and participatory methods in the pursuit of solutions to complex social problems. The focus of my work is at the intersection of service design, social sciences, and critical theory. I design interventions to cultivate empathy, enhance community capacity, and drive meaningful systemic change.

Contact
H.Huang4@student.gsa.ac.uk
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Projects
Beyond The Screen

Beyond The Screen

The advent of social media has profoundly transformed how young individuals establish connections and cultivate their identities. However, a growing body of evidence suggests a correlation between social media use and an escalating youth mental health crisis. While platforms offer superficial “wellbeing” tools, these often exemplify a form of “technological solutionism” that places the burden of care on the individual user, failing to address the systemic issues at play.

This design project extends beyond the screen to investigate the entire support ecosystem surrounding young people. This inquiry was grounded in systems thinking and extensive research, including expert interviews with partners such as Aye Mind (NHSGGC). The research identified a critical systemic failure: a “supporter confidence gap.” Parents, teachers, and youth workers frequently report a lack of skills necessary to facilitate constructive dialogues concerning digital life. This deficiency can result in a perceived disconnection between these entities and the young individuals they seek to assist.

In response, this project has developed a service design intervention as an engagement toolkit. The toolkit includes engagement cards, emotion maps, and a template for an insights report. It empowers supporters to facilitate safe, creative, and youth-led conversations. By rectifying this defective feedback loop, the project establishes a sustainable model for generating authentic youth insights, empowering expert organisations to develop more effective, evidence-based resources for wellbeing.

Emotions Map

When using social media, young people often feel a mix of unexplained anxiety and excitement. They know they feel "bad" or "good," but usually cannot explain precisely what they are feeling or what caused it. The emotional map provides a framework to help them move from this toward apparent self-awareness. Participants could record these moments on a card and place the card next to the corresponding graphic.

What If...

At the start of the workshop, participants will be given a card with questions on the back to initiate the discussion. Due to ethical considerations, we cannot directly ask participants about any negative experiences they may have had when they using social media. This could cause them to feel uncomfortable or trigger memories of unpleasant moments, potentially causing secondary harm. I designed the "What If Cards," which were organised into two categories to address this need. One group of questions focuses on the potential impact of a change in the rules, while the other group explores the implications of a shift in feelings. These cards is for a dual purpose: they initiate discussions and reflect participants' perspectives on the platform and digital tools.

Insights Report

This feedback will help supporters to gain information and it serve as valuable input for iterating existing resources (such as the Aye Mind Digital Toolkit) and developing new services, ensuring their work stays relevant.