[ Case 01 ]
ProductBrand

Sechura Recupera

Research with entrepreneurs and families that defined which products the program needed, and what they had to be like for people to use them.

ClientAyuda en Acción
LocationBay of Sechura, Piura
Year2022
My roleDesign and communications consultant
TeamAyuda en Acción and a team of 4 people I led
Fishing boat at sea
+500entrepreneurs supported in the bay
+6,000children overcame anemia
+50 %in local business activity recorded by the program
47interviews in the research
[ 01 · Context ]

A bay that lives off fishing

Sechura Recupera is an Ayuda en Acción project in the Bay of Sechura, in Piura, an area of about 21,000 people who largely live off fishing. In 2022 I joined as a design and communications consultant, alongside the Ayuda en Acción team, to define and produce the program's materials.

Implemented by

Ayuda en Acción

Funding · € 238,000

ANFACO-CECOPESCAXunta de Galicia
Location of Sechura in Piura and the district square
Sechura, Piura.
[ 02 · Business problem ]

Two measurable goals, one program

The program had to get local businesses to sell more and fewer children to have anemia. To do that it needed materials people would actually adopt, not just receive: accessible to very different audiences and sustainable once the project ended.

35.4 %monetary poverty in families (Piura Regional Government)
6 in 10children under three with anemia (Diresa Piura)
39.7 %of people over 15 drop out of high school (INEI)
[ 03 · What we did ]

Research first, produce later

We worked in the field with the Ayuda en Acción team and with a 4-person production team I coordinated, using Design Thinking and hypothesis-driven development.

  1. 01
    We researched before proposing anything.

    47 interviews with entrepreneurs and families, and tests with 22 children, to understand what needed to be learned, how, and who would use it.

  2. 02
    We proposed the products from sustainability and accessibility.

    A children's storybook, «Caballita, Jurelito y la Misión Caballa», for schools, and an e-learning training program for the businesses.

  3. 03
    We structured the training in five sessions.

    Leadership, business model with the Canvas, customer connection, revenue model and key activities, and resources, partners and cost structure.

  4. 04
    I coordinated the production of the materials.

    The storybook, the e-learning platform, a mobile app and the project video.

Design Thinking cycle: empathize, define, ideate, prototype and test
[ Field ]

47 interviews in the bay

Interviews and observation with fishermen, women entrepreneurs and families, and a separate team in five local schools.

Group of women entrepreneurs in front of a shop in Sechura
Interview with a fisherman on the pier
Field interview with a clipboard
[ Findings ]

What the data did not show

Finding 1Mackerel is the most abundant species, but people do not see its value.

Children even make fun of whoever eats it. If it is valued, demand can grow and help prevent anemia.

Finding 2Entrepreneurs want training to scale their businesses.

A practical, accessible tool would let them plan, manage and generate sustainable income.

Fresh mackerel with lime, salt and parsley
A Sechura entrepreneur showing a knitted garment
Two problems: child anemia and weak business management, in the same family
[ Products ]

One product for each problem

Product 1: a children's storybook starring characters from Sechura
Product 1: a storybook with Sechura characters to encourage eating mackerel.
Product 2: a training program built on the Canvas
Product 2: Canvas-based training, digital and in person.
[ Prototype ]

From sketch to interactive prototype

Storyboards built on the interviewed children's tastes, A and B wireframes, and a high-fidelity interactive prototype for a learning session.

Storybook storyboard
Storybook storyboard
A and B wireframes for the training
A and B wireframes
High-fidelity training screens
High fidelity
[ Testing ]

A story read to 22 children and two pilot classes

We read the story to 22 children and their parents to see whether they enjoyed it and understood the message, and made them part of the story. The pilot classes assessed how adults adapted to the digital format combined with in-person learning.

Reading the story with children in the classroom
Activity with families under a tree
Students in the pilot class
[ 04 · Result ]

What the program recorded

The program supported more than 500 entrepreneurs in the bay, recorded 50% more local business activity and helped more than 6,000 children overcome anemia. The storybook reached more than 100 schools, 485 people graduated from the training and 40 new businesses were funded.

The storybook Caballita, Jurelito y la Misión Caballa
The printed storybook
Inside illustrations of the storybook
Inside illustrations
[ E-learning ]

The training, on web and app

Gamified lessons published as a website and mobile app, shared over WhatsApp and email, with an assessment and certificate for each participant.

E-learning platform on a computer
Web platform
Training lessons on screen
Interactive lessons
Mobile app: correct answer
Mobile app: lesson
Mobile app: try again
Program graduation
Graduates with their certificates
[ 05 · Learning and follow-up ]

We stayed until the project closed

  1. 01
    We kept in touch with the team in Sechura.

    After delivering the materials, we kept gathering findings and implementation details until the project closed in December 2022.

  2. 02
    We confirmed the results.

    That follow-up made it possible to confirm what was achieved and to share the full research with regional authorities and other organizations.

  3. 03
    In person still counts for more.

    For most of this audience, learning in person is more memorable than learning online. Combining both formats was the right call.

  4. 04
    The information stays for others.

    Part of what was gathered is available to other organizations, to sustain the impact and support new non-profit social, scientific or educational causes.

[ Team ]

Credits

Design and communications consultantGonzalo Téllez Lazo
Visual designerFrancisco Ruiz Nunura
Content managerNoemí García
UX designersJavier Pérez and Alexander Carpio
CollaboratorsCentro Tecnológico del Mar and Piura Regional Government