joinIn

Making spontaneous meetups easy.

CONTEXT
Side project to solve a problem that young adults face
ROLE & DURATION
Solo product designer
2 months
METHODS & TOOLS
Affinity diagram, user interviews, comparative analysis, Figma


I often face the problem of wanting to do an activity with friends, but not knowing who would want to join. Once I realized how frequently I face this problem, I decided to create a solution.

Problem: I want to do something with friends, but don't know who's available or interested in joining me.

Solution: To address this problem, I designed an app where interested and available friends come to you.



1. EXTRACTING USER INSIGHTS

Planning group activities can be difficult without knowing friends' availabilties.


I wanted to see if others faced this problem, and to what extent. I interviewed college students and conducted research on Reddit and Twitter to learn more about user pain points.

affinity diagram

Affinity diagramming to cluster observations into insights


Here are a few of the user insights:

  1. Planning activities with friends requires a lot of effort and time. It's difficult to commit to a time that works for everyone. It can be hard to initiate, especially in group settings.

  2. Availability of friends is important, but often unknown. There's no way to actually know who's available without repeatedly messaging first. Slow communication limits action, especially when there's a time constraint.

  3. With fewer in-person interactions during the COVID-19 pandemic, there is less knowledge of friends' availabilities. People are feeling a greater lack of motivation and accountability for social interactions.




2. BRAINSTORMING CONCEPTS

I used user insights to brainstorm features. I looked to popular social apps among college students for visual design inspiration.


I was interested in designing a solution that I could develop myself. I have some iOS app development experience, so I chose to design an app.

Brainstormed app features & design goals based on interview insights


I drew my visual design inspiration from apps that are popular among college students today, such as Venmo, Snapchat, and Instagram.





3. EXPLORING WITH WIREFRAMES

User testing with mid-fidelity wireframes guided the features and layout of the app.


Mid-fidelity wireframes focused on layout


With users' help, I designed an app with the following features:

  1. A feed that lets you browse through what your friends are up to. Joining an activity just takes one click. The primary function of the app should be straightforward.

  2. The ability to indicate whether you are available to do something with friends. User research showed that availability of friends is crucial to planning, but often unknown.

  3. A groups feature that notifies you when your whole group is available. Interviewees complained about planning group activities around multiple different schedules.





4. DESIGNING THE PROTOTYPE

I created the prototype on Figma using modern, sans-serif fonts, and a simple, playful color scheme.












Here's the interactive prototype!






5. RESULTS & REFLECTIONS

90% of user test participants said they would use this app frequently. All users found the app to be easy-to-use and intuitive.



Many users were very excited about the idea and saw themselves using it!



After another design iteration where I address additional details, I plan on beginning to code and develop the actual app. Eventually, I can measure the success of this app's design using the following metrics:





Takeaways

  1. Don't ask users to design features; instead, listen to their pain points and see if you can address them through your design.
  2. I value new perspectives on this project, as I've been working on it by myself for so long. Going forward, I hope to include more people into the design process.
  3. Start simple - no need to address every single frustration of every potential user.




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