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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.
4 designers
Team lead UX writing Brand design
12 weeks (2022)
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.
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:
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.
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
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.
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:
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.
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.
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.
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.
It is difficult for university students to share experiences and connect with other students.
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.
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.
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.
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.
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 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.
We went in depth into our extensive research in our research report.
After each user interview we met as a team to analyze the data we got and group patterns we identified.
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.
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:
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
We then translated these mid-fi wireframes to Figma and designed and prototyped out hi-fi screens.
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.
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:
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.