App Design to Spark Unexpected Moments of Joy

Vizit

Vizit project

The Challenge

How might we concept an app with the user end goal of sparking unexpected joy?

Working in a team of four, this project was made during Wellesley college's annual designathon challenge. With 40 hours to design a prototype of a mobile app intended to "spark joy through spontaneity", our design process, including research, ideating, developing our problem statements, wireframing, designing, prototyping, was fast tracked.

Judging Criteria

Audience
Creativity
Design
Strategy
Delivery

Results

3rd Place Overall

chosen from 11 teams across the nation

Strong Concept

with business and user goals in mind

Agile Workflow

with team members in different time-zones and with different strong suits.

Research

Getting started with ideation, we brainstormed a list of potential avenues for the prompt.

This initial brainstorm narrowed down the scope of our research:

Our research plan began with little direction, as there were no preliminary findings to guide us.

After conducting loosely structured research, we would then be able to specify our problem space and begin designing solutions.

Vizit design process flow chart

Research | Interviews

(Broad) User Profile

Occupation:

any

Age:

ideally 20-30

Location:

United States

Structure

  • Informal
  • Relatively unstructured
  • Qualitative
  • 10 questions (demographics, decision making, solo travel)

Objectives

  • ☑ Gage current behaviors (do they travel solo?)
  • ☑ Reveal outlook on solo outings
  • ☑ Understand current frustrations
  • ☑ Discover interest in spontaneity

Findings | Interviews

Solo Travel

Uncomfortable
Independent
Eating out
Cafes
Errands
Shopping
  • Many people are uncomfortable going out alone, so they avoid doing it
  • Common solo activities include eating out, cafes, errands, shopping, browsing
  • Few are comfortable traveling solo, but those who are really enjoy the independence it gives them

Spontaneity

Medium spontaneity
No correlation to enjoying solo outings
Present moment feelings
  • On average, interviewees reported medium level of spontaneity
  • High spontaneity did not always align with comfortability traveling solo
  • Feelings in the moment play a big factor in spontaneous behavior

Factors

Safety
Location
Stimulation
Price
  • Safety
  • Location/distance of places
  • Lack of stimulation (need other people)
  • Price of activities

Supplementary Research Findings

Common Pain Points

Low self-esteem
Discovering oneself
Past trauma
Uncomfortable with solitude

Possible Solutions

Intentional solitude
Exiting comfort zone
Romanticizing life
Mindfulness
Small-scale approach

How can we apply our solution to a more local scale?
How might we help people become comfortable in their solo activities?

Creating Personas

Our research highlighted two main groups of thought that we developed into user personas.


"The Newcomer"

A hesitant new city resident in need of assistance to explore her new home on her own.

User persona of a city newcomer anxious to explore her new location Empathy map for a city newcomer anxious to explore her new location

"The Explorer"

A stagnant local stuck in her usual routine looking to find excitement and discover new things about her town.

User persona of a long-time local looking for new and exciting activities in her town Empathy map of a long-time local looking for new and exciting activities in her town

Our Final HMW Statement

How might we create excitement in familiar and unfamiliar cities alike in order to inspire an adventurous perspective for its residents?

Designing

After wrapping up our research, it was time to craft our solution accordingly.

We would begin by sketching out and narrowing down our ideas. Once settled on the ones that best address our problem, we would flesh them out by creating an IA diagram of the main pages and content. After that, the wireframing and prototyping could begin.


Sketches

Crazy 8s sketch with wireframes of a streamlined process Crazy 8s sketch with wireframes of a streamlined process
Crazy 8s sketch including a welcome screen, a quiz, and a review sections
Crazy 8s sketch including gamification elements

Things we liked from our sketches:

Quiz/assessment feature

→ to narrow down recommendations

Review of the visit prompt

→ to create a feedback loop

Gamification elements

→ to make it engaging

Information Architecture

We devised an IA with the goal of streamlining the experience and emphasizing spontaneity and lack of choice.

From the homepage, the user is lead through an assessment that results in a randomly generated suggestion, concisely presented and already connected to maps.

Information Architecture diagram including the user flow from one part of the app to another

A small design system helped us achieve consistency and visual harmony among our wireframes once we built them out.

The design system for the Vizit app with a blue and orange color palette

We went with bright, clean, contrasting colors to convey positivity and excitement, along with sans serif fonts for added clarity and simplicity.

Without Further Ado ...

Assessment screen
Recommendation screen
En route screen
Notification screen
Trophy screen
Achievements screen

Submission Video

Takeaways

This was my first designation, and I learned a lot from working with my peers! Most notably, I discovered a lot about time management within a team, as we were split into two different time zones. Also, I discovered that a user base will not always be homogeneous - in fact, it almost always isn't.

Other takeaways:

  • Consider how to integrate business and user needs (e.g. users get discounts, businesses get exposure).
  • Gamification can be a handy tool for increasing engagement.
  • 40 hours is not enough time to create an optimal solution; I wish we had time for testing! This challenge demonstrated how iteration in design is crucial.

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