
CHI DESIGN: Domestic Abuse
UX Research | Experience Design | Interaction Design | Social Impact Design
Problem
Help young adults recognize early signs of domestic abuse within cultural contexts that normalize harm.
Constraints
Sensitive subject matter, ethical research limits, and participant safety.
Team & Role
Collaborative studio project.
Outcome
Created an immersive exhibition concept; feedback emphasized non-judgmental, reflective interactions.
Timeline
Nov 2024 – Dec 2024
Tools
Figma
Miro
Google Docs
My Contributions
- Conducted sensitive research and synthesized cultural patterns.
- Developed concept directions and led the pivot to an exhibition format.
- Designed interactive elements to support reflection and safety.
Decisions & Trade-offs
We rejected gamified or role-play approaches to avoid trivializing trauma and to prioritize psychological safety.
Introduction
Domestic abuse often begins subtly and is normalized in many Southeast Asian cultures, making early detection difficult-especially for young adults who lack safe spaces to talk about relationships.
What is Domestic Abuse?
Domestic abuse is a repeated pattern of control through psychological, emotional, sexual, physical, or financial harm.
Early Signs of Abuse
Abuse often starts with subtle behaviors-jealousy, control, isolation-that are mistaken for care. Normalized by culture and media, these signs are easy to overlook. Our project helps young adults recognize red flags early, before harm escalates.

Screenshots from Dramas and Google
User Scenario
Jane is in the early stages of her first relationship. She needs a benchmark for healthy relationships so she can identify harmful behaviors, seek resources, and challenge harmful norms.
How might we help young adults in their first relationships identify early signs of emotional abuse-without making them feel judged, defensive, or unsafe?
Research
- Primary interview with a survivor of early relationship abuse
- Cultural analysis through Reddit posts
- Secondary research
Cultural Patterns Identified
- Abuse often starts with subtle control or manipulation
- Red flags are romanticized as signs of deep love
- Shame, stigma, and social norms prevent open conversations

Concept Evolution
- Gamified quizzes on red vs. green flags
- Dating 101 museum exhibit
- Role-play simulations for emotional regulation
Why We Pivoted
Gamification risked trivializing trauma. Role-playing could be triggering. We pivoted to a culturally grounded, immersive exhibition that uses storytelling, metaphor, and interaction.
Final Solution
The final solution is an exhibition that guides visitors through immersive, interactive experiences.


Target Audience for the Exhibition
We focused on friend groups to encourage open reflection and reduce tension that may arise when couples attend together.






Visitors can anonymously share advice or thoughts on abuse, which staff can display on a board. In the resources area, participants can take brochures with abuse definitions, hotline contacts, and a QR code linking to shelters, NGOs, and counseling services.
User Testing & Feedback
Process:
- In-person walkthroughs using paper prototypes and projectors
- Consent-based feedback sessions with young adults
- Emotional safety checks for every exhibit room
Notable Feedback:
- The exhibition feels non-judgmental and relatable
- Interactive elements like tiles and mirrors were highly engaging
- Visitors preferred visiting with friends for reflection and discussion