This research and design project by Connect Lab at the City of Amsterdam explored how the manosphere influences young people and how the city could respond in a responsible and relevant way.
Client
City of Amsterdam
Duration
7 weeks
My role
UX Designer
Team
Leonore Snoek, Sal van Dijk, Hannah Verstoep & Irene Hijmans van den Bergh








Published on
Are the Boys Alright? Openresearch Amsterdam, 2026
The manosphere can influence how young people think about masculinity, relationships and their identity. The challenge was to understand the needs behind its appeal and identify what role the City of Amsterdam could realistically play.
We used the Double Diamond model, combining research, co-creation and prototyping. I joined after the discover phase and contributed to the define, develop and deliver phases. By working with young people and professionals, we translated different perspectives into a responsible design direction.
The project resulted in a new perspective on the manosphere, a design framework and Fuego, a playable Roblox prototype for boys around the age of eleven. In Fuego, players build an island and decide on its rules together. They must agree on every decision, including what happens when a rule is broken. Guided by an adult moderator, the game opens conversations about identity, fairness, group pressure and young people’s online lives.


I contributed across co-creation, research analysis, concept development, prototype testing, visual communication and delivery.
I helped organise and facilitate co-creation sessions with young people. I guided activities, spoke with participants and observed how they interacted with online content. After the sessions, I helped analyse the findings and identify the main needs, assumptions and tensions.




I contributed to reframing the problem and translating the research findings into clearer design questions and possible directions. This resulted in a framework with four needs that influence the stories young people are drawn to while developing their identity. I developed one of these directions further and contributed to the concept of Fuego.




I tested the prototype with the target group by guiding one of the groups, observing how they played and asking questions about their choices. I brought the findings back to the team, which helped improve elements such as the difficulty, gameplay and consequences of decisions.


I designed and refined presentation materials that translated the research, framework and concept into a clear visual story. Fuego was also presented during the final presentation and at later events, including Netwerk Mediawijsheid and the Jongerenwerkcongres. At these events, I demonstrated the prototype and supported conversations about its themes and potential use in practice.






