“JUP!” connects young people in Süderbrarup digitally with local activities and opportunities for participation — securely, with ease, and on equal terms.
As part of the Süderbrarup municipal authority’s smart city strategy, “JUP!” was developed as a mobile app for young people aged 12 to 18. The app complements physical meeting places such as the youth center and youth square digitally, makes events and leisure activities easy to find, and creates spaces for exchange, feedback, and participation. The concept, design, and implementation were carried out collaboratively — together with young people and with a special focus on data protection and privacy.
4
months until release
8
young people as feedback providers
15 %
of teenagers in Süderbrarup use the app
As part of the Süderbrarup municipal authority’s smart city strategy, “JUP!” was developed as a mobile app for young people aged 12 to 18. The app complements physical meeting places such as the youth center and youth square digitally, makes events and leisure activities easy to find, and creates spaces for exchange, feedback, and participation. The concept, design, and implementation were carried out collaboratively — together with young people and with a special focus on data protection and privacy.
4
months until release
8
young people as feedback providers
15 %
of teenagers in Süderbrarup use the app
Relatable branding
To ensure that young people perceive “JUP!” as something that is offered to them rather than imposed on them as a municipal tool, we developed its identity and appearance consistently based on the target group. The name, logo, color scheme, and visual language were created in workshops and consultations with young people — modern, clear, and with a certain wink.
The tone also follows this principle: relaxed, direct, and tailored to the target group, without seeming forced. This turns an app into a companion that feels natural and builds trust.
Discover, participate, network
The focus is on features that make everyday life easier and more relevant for young people in Süderbrarup:
Finding events and recreational activities that truly interest them
Surveys and feedback forms to give voice to opinions
Gaining a better understanding of local issues and helping to shape them
Improving communication among young people as well as with youth organizations and programs
Gamification elements that are motivating and fun
Making information on support services, from specific helplines to addiction counseling, easy to find
In this way, “JUP!” complements the youth center and existing facilities digitally and connects them.
Second-nature usability
Young people are digital natives. And that was precisely our benchmark. We rely on familiar operating patterns so that “JUP!” works without explanation: clear structure, short paths, fast interaction. At the same time, we have thought through the tone of voice right down to the UI — for example, in surveys that are answered not with a formal “yes/no” but with “JUP” or “NÖ”. This creates a consistent user experience in which language, interaction, and Look & Feel all fit together.
These decisions were not made for young people, but with them. In joint meetings, we refined requirements, prioritized ideas, and translated feedback into design decisions at an early stage. This collaborative approach ensured two things:
Content and functions remain close to the lives of young people.
The design and language appear authentic because they were not created on the drawing board.
Let voices be heard
Surveys are one of the key features for gathering feedback and encouraging participation.
There are different types of surveys to meet various needs:
voting from a list of predefined options,
submitting and voting on options,
voting with “YES!” or “NO!”, and
elections, such as for the Children and Youth Advisory Council.
Fun and Motivation Without Pressure
Through thoughtfully designed gamification, JUP! makes the app’s features a playful experience — without pressure, artificial scarcity, or other deceptive patterns. Awards and badges reward young people for discovering features in the app and visiting the youth center. This effectively links the physical meeting place with the digital offerings.
Leaderboards complement shared activities on-site: The rankings from the regularly held gaming tournaments can be saved in the app.
Reaching the right people
Sometimes, information shouldn’t be visible to everyone. The groups feature allows institutions such as schools or youth organizations to publish news, polls, and events specifically for members of a group. Data protection plays a central role here: real names are protected, and membership requests are reviewed by administrators.
Personal rather than generic
Dark mode is now standard for many users, and was also implemented for “JUP!” In addition, we have added elements that give the app a personal touch: customizable backgrounds and a selection of 16 gender-neutral avatars. This allows young people to quickly make “JUP!” their own space.
Streamlining work through content planning
A lack of time is a daily reality for educational professionals. To ensure that JUP! truly makes their work easier, news, events, and surveys can now be created, scheduled, and published directly within the app. For complete control, content can also be managed through a traditional content management system.
Trust right from the start
When the target audience is aged between 12 and 18, trust is non-negotiable. That’s why we treated data protection and privacy as an integral part of the concept right from the start. True to the motto: as open as necessary, as secure as possible. This applies to the content design as well as the technical implementation and the app's behavior in everyday use.
With JUP!, we’re creating a digital hub for young people that brings together information, opportunities for participation, and recreational activities in one place. Our collaboration with UXMA was characterized by a deep understanding of young people’s needs and a partnership-based development process on equal footing.
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