HACKATHON · HOCHSCHULE RUHRWEST

Designing crisis support for people usually left behind

In a 2-day hackathon for my Human-Technology Interaction program, our team of 6 designed Flut & Flamme: a crisis-support app and public kiosk system built around the people most existing tools overlook: older adults, people with disabilities, and anyone without a smartphone.


ROLE

Research, Design, and Presentation

TIMELINE

2 day hackathon

TEAM

6, cross-disciplinary

TOOLS

Figma, AI Prototyping Tool

01

The context

This was a 2-day hackathon project for our Positive Computing & Diversity module, built with a team of 6. The brief: design a solution for crisis situations - floods, heat waves, storms - that reach people at very different starting points. Younger, well-connected people can usually find information and act fast; older people, people with disabilities, and families with kids or pets often can't. Existing tools solve only pieces of this: Germany's official NINA warning app sends alerts but has no navigation; Google Flood Hub visualizes flood risk but gives no concrete next steps or way to communicate with anyone. Nobody was combining warning, guidance, and neighbor-to-neighbor support in one place - especially not in a way that stayed usable when someone was frightened, disoriented, or without a working phone. Our team designed Flut & Flamme to close that gap: an app (and a public kiosk version for people without a phone) that shows real-time crisis information, guides people to safety with AR navigation, and connects neighbors who can help each other directly.

02

How we got there

Frame

With no time for original research, I used AI to quickly synthesize published findings on stress, decision-making, and disaster-app usability, and then double check the findings - turning hours of literature review into a working problem framing the team could design against from day one.

Design

I worked on the onboarding and profile-setup flow - where users indicate whether they need help or can offer it, and flag specific needs like mobility limitations, pets, or children - along with the crisis map interface showing real-time hazard zones, safe spots, and supply stations.

Prototype (AI)

To streamline the prototype I used the AI prototyping tool, Lovable. Rather than open-ended prompts, I gave Lovable a fully specified brief - exact hex values for our color system, concrete accessibility requirements, and a screen-by-screen spec of what each view needed to do. That precision meant the AI-generated prototype was usable from the first pass, not something we had to rebuild, so AI moved us faster because we already knew exactly what we wanted.

Pitch

I helped write and structure the final pitch - particularly the societal-impact and target-audience sections - and presented alongside the team, framing the concept for an audience evaluating both its design and its real-world feasibility.

03

Key decisions

DECISION

Designing for the person with the least access, not the average user

Rather than optimizing for the majority who are mobile and well-connected, we designed first for people who are hardest to reach in a crisis - non-smartphone users, people with disabilities, non-native speakers. That's why the kiosk version exists at all: without it, the app would have quietly excluded exactly the people most likely to need it.

DECISION

AR navigation over a standard map

We chose AR-guided navigation over a conventional map view, because research on pedestrian navigation shows AR overlays are easier to follow under stress and in unfamiliar or chaotic environments - exactly the conditions this app is designed for. The tradeoff was build complexity in a 2-day window, but it directly served the core constraint: people in crisis can't reliably read and interpret a 2D map while frightened or disoriented.

04

Outcome

In 2 days, our team of 6 delivered a working high-fidelity prototype across two form factors - a mobile app and a public kiosk version - backed by a research-grounded pitch. The accessibility-first framing landed well with our instructors, who specifically noted the kiosk concept as a strong answer to a gap most crisis-tech solutions ignore: people without a smartphone.

05

Reflection

Compressing a full design process into 2 days forced real prioritization: we couldn't validate anything with real users, so we leaned hard on existing research to ground our decisions instead of guessing. It also reframed how I think about "edge cases" - designing first for the person with the least access, rather than retrofitting accessibility onto a solution built for the average user, produced a stronger concept, not a compromised one. If I did this again with more time, I'd want to test the AR-navigation flow with actual users, since that was the piece we validated the least.

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