Overview

College is hard. Connecting at college can be even harder. In the spring of 2022, campuses were bustling again but many students still found it challenging to readjust to in-person dynamics of university life.

ComUni, an iOS a mobile app, was designed for college students to rate aspects of their university, share opinions with other students and access official university resources— holistically improving the college experience.

The Team

4 designers

Skills

Team lead UX writing Brand design

Timeline

12 weeks (2022)

Process

Introduction

Laying out the context

Problem Statement: It is difficult for university students to share experiences and connect with other students.

Methodology: We followed Alan Cooper's Goal-Directed Design methodology which emphasizes the user's goals through 5 phases of design: research, modeling, requirements, framework, and refinement.

Solution: An app that allows students to share their university experience, connect with other students, and source relevant university information.

My team designed an iOS mobile app called ComUni. The name itself bridges two our main ideas-- community and university; as we aim to foster and build community life within the university context.

SECONDARY Research

Understanding the domain

To gain an understanding of our potential users and how they may use our product, I led my team through qualitative research, competitor analyses, and user interviews. We began with our secondary research, asking one simple question:

How do students currently find and share information?

The goal of our research was to identify the different methods students currently use to source and share information related to their university. As students ourselves, we had various assumptions about what the findings of existing studies could look like, but our initial research still gave us some surprising results:

  • 70% of students preferred to use an app to access school related information while only 22% preferred their student email (Hesseling, 2019).
  • 73% of students feel most comfortable going to other students to share their perspectives on topics of importance (Ezarik, 2021)
  • 98% of college-aged students use some sort of social media platform to access information on a daily basis (Dossett, 2020)

Analyzing our competitors

We then took time to analyze 4 major products that provide students with campus-related related information. We ultimately found that many web and mobile services did not prioritize verifying users or ensuring content was relevant to the user's university, resulting in a cookie-cutter, surface-level experience.

USER Research

We interviewed five college students

Our next step was to speak directly with our potential users -- college students. We conducted our interviews virtually due to the varying locations of our participants to understand how they found and shared information and how an app like ComUni would align with their goals. I facilitated two of these interviews.

Our participants provided us with key information that gave us much needed insight:

"I usually check my school website but I wish the information was organized differently" - Junior, University of Central Florida
"As an international student, it was hard for me to find information about my university from current students" - Sophomore, New York University
  • All participants preferred to receive information about campus life directly from students.
  • Participants often visited social media sites such as YouTube, Instagram, and Reddit to get first-hand accounts from students at their current or prospective school​
  • 80% of our participants found that accessing the school website and going through official channels of communication was complicated and tedious.
  • Participants wanted campus-specific information on classes, facilities, dorms, campus life and diversity

After each interview, I led my team through affinity mapping sessions to identify patterns in user behavior and goals. This process helped us to visualize patterns according to topic that can later impact product requirements.

MODELING

Personifying our patterns

To ensure that our persona was both valid and relevant, our team identified the most consistent patterns of behaviors, goals, and motivations and crafted our primary persona, Melody Soto:

REQUIREMENTS

Translating user goals to app requirements

At this stage, our focus was transferring the findings from our research into design solutions that support the goals of our users. From the goals and subsequent pain points that our interviewees expressed, we wrote context scenarios that married their needs to potential solutions that would meet them. These narratives helped us to place our app in the context of the everyday life of our users, encouraging practicality over designer bias.

We then outlined a list of tasks that our users should be able to complete. At this stage, I functioned as a stakeholder to maintain the scope of the project and ensure that our features can have measured outcomes.

  • View a dashboard featuring university highlights, selected topics of interests and saved posts
  • Locate overall rating of their university
  • Create topics for discussion to ask questions or share opinions
  • Receive notifications about the most “reliable” posts
  • Save posts to view later
  • Earn badges by staying active on the app
Frameworks

Ideating and wireframing

Our team was now entering our most intensive stage-- brainstorming the framework for our app with our newly identified app requirements. To do this, we followed Alan Cooper's guidelines for creating keypath and validation scenarios. Our keypath scenario is our main user flow where a user selects a subgroup, views or contributes content, and looks at campus events. Our validation scenarios are any subsequent screens that support our main flow. This processes resulted in our initial lo-fi frames.

Starting with a (design) system

After functioning as a stakeholder to ensure the initial app flow and features met our business outcomes, I guided my team through our high-fidelity design process. Before we began designing, my priority was to design a well-defined design system to ensure our design felt refined and scalable. I played a crucial role in this stage as both a visual designer and the final decision-maker. Our goal was a clean and modern interface that would fit within an educational context.

REFINEMENT

Moving forward with hi-fi designs

The Refinement phase marks the transition from low-fidelity wireframes to a high-fidelity and fully functional prototype. With design guidelines now in place, I assigned my team members different flows to design screens for. We then prototyped our screens and interactions to deliver a hi-fi prototype to be tested.

Introduction

The Problem

It is difficult for university students to share experiences and connect with other students.

The Method

We followed Alan Cooper's Goal-Directed Design methodology which emphasizes the user's goals through 5 phases of design: research, modeling, requirements, framework, refinement.

The Solution

An app that allows students to share their university experience, connect with other students and source relevant university information.

Our team’s solution is an iOS mobile app called ComUni. The name itself bridges two our main ideas-- community and university; as we aim to foster and build community life within the university context.

Research

To gain an understanding of our potential users and how they may use our product, I led my team through qualitative research, competitor analyses and user interviews. We began our research asking one simple question.

How do students source and share information?

The goal of our research was to learn the different methods students currently use to source and share information related to their university. As students ourselves, we had various assumptions on what the responses would be like but through our interviews, they would be confirmed.

90% of students wanted to get opinions from other students at their university

We conducted a literature review where we also found that the majority of student use some type of social media platform to access information from other students.

Competitors didn't focus on relevancy and validity

We analyzed 4 major competitors and the consensus was that they did not cater verifying users or ensuring content was relevant to the user's university.

We interviewed 5 college students

We conducted our five interviews virtually due to the varying location of our participants to understand how they found and shared information and how an app like ComUni would work for them. Our interviews were 45-minute formal interviews where we spoke to students of varying classifications.

Me and one of my team members conducting interviews with two of our participants

Key Findings:

  1. Our participants preferred to get information about campus life directly from students.
  2. They often visited social media sites such as YouTube, Instagram, and Reddit to get first-hand accounts from students at their current or prospective school​
  3. Many of our participants found that accessing the school website and going through official channels of communication was complicated and tedious.
  4. Our participants were interested in information on classes, facilities, housing, campus life and diversity

We went in depth into our extensive research in our research report.

Affinity Maps

After each user interview we met as a team to analyze the data we got and group patterns we identified.

Our physical and digital affinity maps

Modeling

Meet Our Primary Persona, Melody Soto

Using our newly identified key user behaviors, we created our primary persona, Melody Soto. She is our evidence-based persona created through trends of behavior patterns we discovered during our research process. She represents the main target users of our app.

We will be focusing on her needs and goals throughout the rest of the design process.

Melody Soto, primary persona

Requirements

Based on our persona, we identified required behaviors our app need to meet through its features. These are some tasks our users should be able to complete:

  • View a dashboard featuring university highlights, selected topics of interests and saved posts
  • Locate overall rating of their university
  • Create topics for discussion to ask questions or share opinions
  • Join discussion groups to connect with other students
  • Receive notifications about the most “reliable” posts
  • Save posts to view later
  • Earn badges by staying active on the app

Framework and Refinement

We laid out the onboarding framework (in Miro) that allows users to learn more about the app, complete a profile and share their university ratings

Validation scenario

We then translated these mid-fi wireframes to Figma and designed and prototyped out hi-fi screens.

Testing Our Designs

As a team, we designed a usability test to identify any pain points our users may have when using our prototypes. We made a few changes based on the feedback we were given to produce the final version of ComUni.

I led my team through to Goal-Directed Design process to deliver an extensive research report, design files and a final stakeholder presentation. We received positive feedback from our peers and professor and ended this class with an A grade.

Reflection

Outcome: I led my team through to Goal-Directed Design process to deliver an extensive research report, design files, and a final stakeholder presentation. I learned so much wearing many hats throughout this 12 week project:

  • A Project of Many 'Firsts'
    This was my first large-scale design project as well as my first time leading a team of designers. I learned that I enjoy taking the lead to figure out a problem I have never faced before.
  • Managing Constraints and Limitations
    I learned how to guide my team through the many limitations that comes along with designing within an academic context such as time, access to resources and software.
  • Wearing Many Hats
    Due to the nature of this project, I had to function in many capacities. From stakeholder, to researcher, to designer, I developed so many skills and learned how to manage all my responsibilities to support my team as a design lead (another hat!).

I led my team through to Goal-Directed Design process to deliver an extensive research report, design files and a final stakeholder presentation. We received positive feedback from our peers and professor and ended this class with an A grade.