lxframes

Are the Boys Alright?

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

Temp

Published on

Are the Boys Alright? Openresearch Amsterdam, 2026

01 Challenge

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.

02 Approach

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.

03 Outcome

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.

My contribution

I contributed across co-creation, research analysis, concept development, prototype testing, visual communication and delivery.

Co-creation with adolescents

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.

Reframing the problem

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.

Reframing the problem

Prototype Testing

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.

Visual communication & delivery

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.