Vizit

Mobile App Design

Vizit, Wellesly Designathon project

App Concept

Methods

interviews / personas / low-fi wireframing / hi-fi wireframing / prototyping

Tools

Figma / pen & paper

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. We came up with Vizit, a tool that randomly generates places for you to go based on your location intended to inspire an adventurous perspective for both familiar and unfamiliar residents of cities. Our design ended up winning 3rd place!

Creating Unexpected Moments of Joy

We were tasked with creating an app that causes unexpected moments of joy. We would conduct research to understand our audience, use design thinking to inform our decisions, and think big to address our solution.

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

Audience
Creativity
Design
Strategy
Delivery

Getting Started with Ideation

My group designated tasks based on interest, skill, and immediate need. The initial brainstorm was very collaborative, as was most of the user research and design direction discussion. When it came to designing, we split up to tackle different tasks and stay efficient, my role focusing on design system implementation and prototyping.

First brainstorm:

Working General to Specific

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 desiging solutions.

Vizit design process flow chart

Research | Interviews

User Profile

Kept broad

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
Shoppings
  • 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

Guiding Questions

How can we apply our solution to a more local scale?

How might we help people become comfortable in their solo activities?

Who We Designed For

After synthesizing our research, two main identities were realized and focused on.

"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 it's residents?

Designing and Refining

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.

the design process for our Vizit app, including sketches, wireframing, and design system creation

Sketches

Things we liked from our 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 a gamification elements

Information Architecture: Establishing the User Flow

With the features from our sketches and our personas in mind, we wanted to build an information architecture that highlighted one main pathway to streamline the experience and emphasize 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

Our Design System

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

We developed a small design system to more efficiently achieve consistency and visual harmony among our wireframes once we built them out. 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 ...

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 monogamous - 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 increase 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.