Together

University student leisure-sharing app
Role:
UX/UI designer
Timeline:
2021
6 months
Client:
Shahid Beheshti University
Team members:
2 Lead
4 UX Researcher
1 UX Writer
1 UI Designer
4 PWA Developers
Tools:
Figma
Skype
Google Forms

Objective

"Together" is a user-friendly app designed for university students to share leisure activities amid the challenges of COVID-19. It originated from a project aimed at enhancing digital skills during the pandemic. Post-vaccination, Ph.D. students and professors recognize the opportunity it presents for fostering social connections in response to the negative impact of isolation on students' mental well-being. The app enables students to explore and create events, promoting social connections and enhancing emotional well-being.

The Impact

/ +150 activity in the first month.

/ 93% satisfactions of the students.

The Goal

To design User-friendly app connects university students to share their leisure activities during COVID-19.

The Challenges

/ Lack of solution for leisure time planning contributes to social isolation and loneliness of the students.
/ Health concerns hinder students from confidently joining groups.
/ Difficulty in connecting with like-minded students.

The Solutions

/ Incorporate gamification elements to engage students effectively.
/ Provide features that students feel confident about their group members' well-being.
/ Suggest like-minded individuals or groups based on their own preferences.
/ Establish clear categories for easy identification of preferred leisure activities.

Reliability

Personal profile

The personal profiles made it easy for students to get to know each other, fostering trust and encouraging participation in activities. The engaging nature of the profiles also helped alleviate loneliness, leading to new experiences and friendly competition. Students were eager to learn more about each other and enjoyed connecting with their peers.

Reliability

Others joined

This feature was all about making the students feel reassured and included. By showing the members and number of the. company they would join, it engaged the building trust and social validity and relatability.

Relatedness

Keywords

The students answered a questionnaire and their answers created keywords which pop up on their profiles. This helped the students easily find others with similar interests. So they could build a supportive community where everyone could connect over shared hobbies and values.

Relatedness

Activity Categories

I designed activity categories using Dumazedier's theory to help students quickly find and bond over shared hobbies and values.

Motivation

Participant percentage

To prevent last-minute sign-ups and cancellations, I designed a visual circle as Implicit affordance that showed the remaining spots. This encouraged students to register earlier and added a sense of urgency.

Motivation

Interactions

Delightful interactions made the students stay longer, explore more, and created lasting engagement and loyalty.

Motivation

Acceptation

I designed a request system to streamline activity management, preventing overcrowding and ensuring better control over participants. This design not only boosted motivation by granting autonomy to activity creators but also increased the satisfaction as it worked as pleasure perception for the participants when their requests to join activities and waited to get accepted.

The Process

The design thinking process for "Together" began with empathizing with the challenges university students faced during COVID-19, identifying the need for a post-vaccination solution. Through ideation workshops, prototyping, and iterative testing, a user-friendly app for shared leisure activities was developed, rooted in empathy and creative problem-solving, aimed at enhancing the emotional well-being of university students.

Ideation workshops

Theoretical Background

Empathiez

Secondary research

Theoretical Background

Taking inspiration from Dumazedier's theory, which highlights five key categories of leisure activities crucial for well-being, I applied this framework to organize activities. This intuitive solution streamlines leisure planning and establishes clear categories for easy identification of preferred activities.

Physical

Physical exertion for health and relaxation.

Intellectual

Stimulating the mind through education and workshops.

Artistic

Creative expression in music, and visual arts.

Social

Interacting with others to form relationships.

Solitary

Pursued alone for personal benefits and relaxation.

Erea's map

To organize and represent in e-communication, major historical periods were reviewed.

1990s

/ Limited Internet access for scientific-university centers.
/ Mobile phones introduced as luxury items.

2000s

/ Internet expansion had limited impact on public life.
/ Mobile phones became popular with communication and features.
/ GPS improved recreational experiences.

Decade of Internet Growth

/ Internet penetration rate increased significantly.
/ Smartphones emerged and gained rapid popularity.
/ Expansion of social networks and applications impacted entertainment and leisure.

Corona-Virus Pandemic

/ Online communication peaked during the pandemic.
/ Digital platforms used extensively for various needs. Shift from physical to digital entertainment.
/ Increased demand for physical collective recreation.

Primary research

To gain insights into individuals' leisure time planning habits, I conducted secondary research, including survey and interview. Then based on common themes, I analyzed and categorized all the identified information.

Survey

To collect data about the most relevant and common needs of the students, I created 20 questions to ask from them.

Top Factors in Creating Questions

/ Identify the primary purposes of entertainment.
/ Understanding the factors that cause dissatisfaction with current entertainment options.
/ Understanding what types of entertainment people were interested in.


About respondents

/ The average range of Age: 24

Interviews

To understand the students' problems deeply and find out how they cope with their challenges, I created 16 questions to asked from participates, comprising an equal number of men and women. This gender balance was because recreation activities can vary across genders.

Top Factors in Creating Questions

/ Understanding the the students' process for coordinating group activities.
/ Collecting data on students' experiences with physical and digital entertainment.
/ Exploring the influence of family on entertainment choices.


Interview Notes

To record key points captured during interviews, I wrote interview notes. Here is an example:


Affinity Diagram

To categorizes the information into groups based on their similarities, I created affinity diagram.

Top Insights

/ Spontaneity is favored over planning for leisure activities.
/ Health concerns hinder students from confidently joining groups.
/ Resting is the main motivation for leisure activities, prompting students to seek like-minded company.

Competitive Analysis

To learn about problems that national and international competitors of solve successfully and identify the top problems customers complain about, I analyzed 8 related websites and online reviews.


SWOT

Then utilizing SWOT analysis, I ensured competitiveness and aligned with evolving trends for enhanced student satisfaction.

Strengths


/
They offer convenient booking and payment options.
/ Customer reviews aid in activity selection.
/ Users enjoys cost-effective deals and discounts.

Weaknesses


/
Limited personal interaction might get users from booking activities.
/ Limited control over the activity can result in negative experiences.

Opportunities


/
Partnerships with activity providers offer exclusive deals and discounts to users.
/ Safety strategies improve the booking process for recreational activities online.

Threats


/
Legal issues can arise for online platforms related to their activities and operations.
/ Cybersecurity threats pose risks to online recreational platforms and user trust.

Define

Personas

To have all the information from user surveys, interviews and competitive analyses, I created two personas.


Mina Dana
Medical student - 21 Years old - Tehran - Single

Bio

Mina, a busy student who craves adventure, wants to make the most of her limited free time. Feeling lonely during COVID-19, she's determined to find ways to relax and have fun. Mina is also looking for safe, convenient activities to bring her joy, unwind, and expand her social circle.

Motivations

/ Find ways to relax and unwind amidst her demanding academic schedule.
/ Rejuvenate herself and recharge her energy levels.
/ Embrace opportunities for networking and building connections.
/ Create a harmonious work-life balance.
/ Engage in safe, convenient, and enjoyable recreational activities.

Interests

/ Outdoor adventures (hiking, camping, biking).
/ Attending social networking events and meetups.

Challenges

/ Health concerns hinder her from confidently joining groups.
/ Time constraints due to academic commitments.
/ Limited availability of like-minded individuals.
/ Finding convenient and accessible options.
/ Juggling multiple interests without feeling overwhelmed.

Technologies

Mina Dana
Student of Tourism Management & Tour leader
27 Years old - Isfahan - In relationship

Bio

Arman Sadeghi, a Tourism Management master's student, enjoys leading tours in Isfahan and connecting with people. During COVID-19, he's actively finding solutions to bring people together, combining his guiding expertise with entrepreneurial pursuits in the tourism industry.

Motivations

/ Curate and promote unique events for a wider audience and turn it into a livelihood.
/ Expand network and forge connections with individuals and organizations in the tourism industry.
/ Enhance expertise in Tourism Management.

Interests

/ Interested in local events, cultural activities, and lesser-known attractions.
/ Engaging in deep conversations and listening to people's stories for cultural exchange.
/ Cross-cultural communication.
/ Passionate about photography, captures the beauty of landmarks.

Challenges

/ Limited reach in expanding audience beyond current networks.
/ Financial instability ensuring creating a thriving community.
/ Receiving user feedback better and addressing issues effectively.

Technologies

User Flow

To better understand how the students would use "Together", I created user flow.

Ideate

Mood Board

By inspiration of nature and roundness shape of the Earth, primary colors were found and then logo, buttons icons were designed.

Design System

To maintain consistent and efficient services in "Together," a comprehensive and reusable design system that includes a collection of design elements, guidelines, and rules were created.

Prorotype and Test

High Fidelity Prototype

Here are High Fidelity Prototypes of "Toghether"

Motivation

Interactions

Delightful interactions made the students stay longer, explore more, and created lasting engagement and loyalty.






Last words

Lesson Learned

/ For those who enjoy spontaneous plans, providing chances for last-minute group activities can be advantageous.

/ Understanding the distinct safety perspectives of men and women is key to developing safety measures that address everyone's concerns effectively.