Nov - Dec 2021
Concept mobile app design project as a part of my UX/UI design course
Veronika Vakker, solo designer
A startup company has launched a product that helps people meet new friends. The goal of the product is to create a social user experience that will help users get out and do activities in-person. Friends keep us company through the difficulties of our lives and help us grow, but when people move to a new city or town, fear and social anxiety can keep them from making new friends. How can we help people who have social anxiety step out and make new friends?
The business team has identified a problem in that the number of people who say they are going to an event is significantly higher than the actual number of people who attend. The company’s location data shows that, on average, 20% of people who say they’re going end up attending events.
Increase the conversion of accepted invites to event attendees.
Middle Class
37
UK
50 phone/ 50 desktop
I moved to Newcastle 2 years ago for a new job just before Covid-19. I expected to meet some cool people here but instead, I spend all of my time alone in an empty apartment with my dog, working remotely. I feel so awkward trying to make friends as an adult. Moving to a new place with no friends appeared to be hard and I’m looking for a friendship app to fix this and make new local friends, not virtual ones.
I have created 4 artboards with crucial screens for 3 main competitors analysing their strongest design decisions and solutions to the same problems.
Given the time and resource constraints, online secondary research was the best option for this project.
Thinking about the problem space and the business goal we were given, I defined 4 research questions to be answered:
This case is an excellent demonstration of how the interview stage could simplify our life. I came up with three hypotheses of how to reach our business goal, but none of them was confirmed, given the project's specifics. If we could talk to our target audience, we would likely discover where the primary focus should be.
The same story is with the ideation stage: each hypothesis can have multiple solutions. But we need to prioritize ideas to be tested first. The ideal instrument for prioritizing possible solutions would be to map it with user goals and frustrations (empathy map) and user stories (also easily derived from the interview stage).
Given this design challenge, my design decisions were based on the following criteria applied to each idea:
To synthesize the research, I narrowed down the results to 3 main hypotheses that should be tested. Below I listed these three hypotheses and ideas on how to solve these issues.
Imagine an app that always inspires you for a new experience, helps you bond with the local community, and motivates when you need it most.
Event dress code, chats and polls to get you inspired.
Real people, real names and real events - you can’t miss out!
Effective event management and flexibility are just for you.
Navigate, save and share the event details to be absolutely ready.
Transparency at every level to meet your expectations.
Follow community rules to discover more opportunities.
Share fun with your loved ones
Feel belonged to a community by chatting and asking questions.
Your activity, badges and reviews as an incentive to stay social at all times.
Designing the user flows, I was trying to find the right balance between providing flexibility and freedom to the user and implementing features that can help us increase users’ commitment to avoiding no-shows.
We test the prototype with the users to get their actual reaction of them and to discover opportunities for further improvements. I remotely tested the prototype with 5 users who recently moved to a new country/city.
After incorporating feedback I started designing the Hi-Fi screens. But first, I needed to create a brand and design a UI style guide.
The result of my work was High Fidelity Figma Prototype that you can access here.
I repeated the usability testing with 5 new participants who recently moved to a new city with the same tasks assigned. It helped us confirm that we are moving in the right direction and identify further improvements.
Show, don’t tell: below I demonstrated the key tweaks I made to improve the app design after analysing the received feedback from the users.
For the purpose of this made-up project that I designed for my design course, I made 3 assumptions for the reasons of ‘no-shows’ on this app, which is poor communication, a lack of incentives for the events, and a fear of meeting with complete strangers. Based on those assumptions, I built out my solution.
However, in a real case scenario, these 3 assumptions should be confirmed first by talking to real users who ideally skipped events at least once.
Another next step after implementing the new design would be A/B testing to track which design solutions are actually helping to decrease the number of ‘no-shows’.