Project Overview


THE PROBLEM

Meeting friends is important, but many things can delay or prevent plans. This includes trouble syncing schedules, budget constraints, multiple conversation channels and lack of inspiration.


THE SOLUTION

An all-in-one solution to help young people and their friends get together easily & plan their social calendars. Features include: calendar syncing, polls, bespoke groups and AI-generated suggestions.


KEY OUTPUTS

  • Two rounds of qualitative user research and affinity mapping.

  • Informed experience map and user flows.

  • Three rounds of usability testing with primary users to improve wireframes.

  • Atomic UI Library and the foundations of a design system for the app.

  • MVP of the app and marketing website.

Role

UX/UI DESIGN


Duration

10 WEEKS


Tools

FIGMA, MOBBIN, NOTION, OTTER.AI


Platform

iOS


Design Process

  1. Research & Discovery

  2. Synthesis

  3. Ideation

  4. Prototyping

  5. High-Fidelity Branding




01 / 05

Research & Discovery

Secondary Research

Aim: Finding the target moment of intervention for a target user group and their needs.

Process: Evaluating secondary research sources and finding qualitative measures that would validate the problem space and counteract assumptions.

Here's what stood out

Here's what stood out

1/3

of social plans

that are made

never happen

26%

of people admit

saying yes to a plan

they actually would

not attend

23.9m

hours are spent per

week in the UK

making plans

82%

of people have

withdrawn from a

scheduled event at

the last minute

Additionally, this problem seemed to affect Milennials and Gen Z more than other generations.

User Interviews

Next step was primary user interviews with four participants. The aim was to gain decontextualised, qualitative insights on their current behaviours and attitudes.

Key Questions Asked

  • How do you typically go about making plans with friends?

  • Have you ever found it difficult to make these plans?

  • Describe a time where plans fell through. What happened and why?

  • What factors do you consider when deciding on a group activity or outing?

And the most important question of all

  • Why?

Participants

BV, 25

Reformed Introvert

AO, 27

Serial Socialiser

SS, 24

No-frills Foodie

CP, 26

Man with a Plan

Affinity Mapping

Once all questions were asked and answered, I categorised these into behaviours, motivations and pain points then extracted key themes and insights.

Insights and Themes

Inefficient communication

Communication often takes too long, important information gets lost in the noisee, and there are multiple channels of conversation for the same plan.

Busy schedules

With many people having full calendars and busy schedules, finding a time to meet and put together a plan is difficult.

Convenient location

Plans are primarily dependent on a convenient location and budget restrictions. When these aren't aligned, plans are more likely to fall through.

How might we help young adults easily create

social plans with their friends?

How might we help young adults easily create social plans with their friends?

02 / 05

Synthesis

Persona

To help focus in the HMW on my target user group (young adults), I created a persona that would represent the primary user. Meet Sam.

Experience Mapping

With the persona in hand, I created a map of the current experience to reflect the major pain points and motivations of my target user as well as give me an insight into the possible opportunities for intervention and potential solutions.

Task Flow Mapping

With a greater understanding of how to deliver value to the end user, I created a primary task flow off the back of user stories and epics. The key achievable here is to create and share a plan.

03 / 05

Ideation

Sketches

Referencing a UI Inspiration board, I put together a series of sketches to map out the primary task flow, all the while consulting my persona and user stories to ensure each main problem had a solution.

04 / 05

Prototyping

Wireframes

With sketches complete, I then moved onto creating a series of mid-fidelity wireframes that I could prototype together.

Usability Testing

Aim: Evaluate my design decisions. Ultimately, establish if users can successfully complete tasks with different variations of the prototype and test the end user’s experience. Here I learnt the value of testing to ensure I was designing for the user and not myself (!)

Methodology: Each participant was set the main task of creating and sharing a plan with friends. This was broken down into further sub-tasks to properly evaluate usability of the app. Each was asked gentle questions about what they thought of each screen and what they would expect to see.

Participants: Overall, eight users tested the prototype at various stages. They each fell into the target audience of young adult who likes to plan group activities with friends, but has had some difficulty in the past.

05 / 05

High-Fidelity Branding

Colours

I wanted my brand to feel youthful, chill, friendly, slick, fun and stress-free. To reflect this, I chose the following colours to be used through the app and within the branding.

Name and Wordmark

I chose the name "&co" for the app, with the idea that this is how many people refer to their friends. I also liked the versatility of using it in a sentence and extending this into other relatable snippets.

I chose the name "&co" for the app, with the idea that this is how many people refer to their friends. I also liked the versatility of using it in a sentence and extending this into other relatable snippets.

Using the colours and name I selected, here is the & co wordmark. As it is simplistic and portable, it can also be used for the app icon within a mobile home screen.

Using the colours and name I selected, here is the & co wordmark. As it is simplistic and portable, it can also be used for the app icon within a mobile home screen.

UI Library

When it came to high-fidelity, I also explored the creation of a design system by incrementally building up a UI Library. Using the Atomic Design approach, I created atoms, molecules, organisms, templates and pages to maintain project cohesion and act as a source of truth for the experience.

Introducing &co

IOS APP

RESPONSIVE MARKETING WEBSITE

Key Learnings

01

Organisation is key.

Organisation and non-destructive practice is key to ensure you can steadily map the progress of your work and make it easier for others to follow along comprehensively. When it came to making the hi-fi designs, I was far better off for having spent the time carefully curating UI Inspiration, noting peer and user comments, and building an organised flow.

02

Follow your findings.

When user testing, it's not just the success of a task flow that counts. Along the way, I noted down many observations about my users, following both what they told me and their behaviour. The usability testings rounds completed propelled the app in a way that would have been tricky had I been working in isolation.

03

Don't shy away from iterating.

Linked to the second learning, I also found that iteration is key. Though I found myself getting attached to certain design choices, I found that putting myself in the shoes of the user allowed me to iterate more freely. It was through this process and a string of different designs that the final MVP for &co was born.

Next Steps

Test and iterate.

Doing further testing with target users on the hi-fi app will allow me to gain further feedback on a version of the app no users have seen yet. Using their feedback, I can then iterate further and have an app that is ready to launch.

Doing further testing with target users on the hi-fi app will allow me to gain further feedback on a version of the app no users have seen yet. Using their feedback, I can then iterate further and have an app that is ready to launch.

Add further features.

I would love to incorporate additional flows to the app. This could include: mystery plans where the app decides where a group goes and reveals it to them shortly before; spontaneous blasts where people can sign onto a plan last minute; and further features to build out the current functions.

I would love to incorporate additional flows to the app. This could include: mystery plans where the app decides where a group goes and reveals it to them shortly before; spontaneous blasts where people can sign onto a plan last minute; and further features to build out the current functions.

Thank you for reading.

I'd love to connect!

Created by Royyan Wijayafrom the Noun Project