Found is a mobile application for schools to help new students browse, search, and propose new student organizations. In this project, I created a playful experience for new students by adding a mini-game to browse student organizations. By doing this, users will not feel overwhelming or boring but feel relaxed and fun when browsing the information.
Design an experience for new students to browse, search, and propose new student organizations.
1. UNDERSTANDING THE CONTEXT
THE CURRENT FLOW
Before starting, I run through the current flow of getting the student organizations list at CCA. It turned out that the information is very deep to dig out. Moreover, there are other things like a seat and a computer that are necessary if a student wants to get information about student organizations.
At CCA SF campus, I did a quick interview about students' opinions about the student organizations.
- Do you interested in student organizations?
- Have you joined one? Why or why not?
- How do get information about student organizations?
- Do you know at least one student group?
- Do you want to propose a new one? Why or why not?
THE STAKEHOLDERS INTERVIEW
To understand the situation about the new student organization proposal，I interview The Office of Student Life. The key questions are listed below.
- How many proposals are received per semester?
- How about the approval rates?
- Which students submit more proposals, grad or undergrad?
- How long does it take for a new group proposal?
- It takes at least 7 steps to get access to the student organizations list of CCA.
- Many students learn about groups from their events on campus.
- Students are less willing to propose new groups because they presume the process is complicated.
- Many students are invited by their peers.
- The approval rate is fairly high. (100% in 2018 fall semester)
REDESIGN THE FLOW
Since the mobile phone becomes an essential part of the body especially for college students, I would like to make the information more accessible. Thus, I decided to shift the location of the information from desktop to mobile screens. The new flow will be like this:
DESIGN THE EXPERIENCE
What kind of experience is expected?
“It encourages me to explore more and more.”
“I will never feel boring when scrolling feeds.”
“I am attracted by ... “
“I am surprised when ...”
I eliminate the endless scrolling listview at first. In this view, the only interaction between the user's finger and the screen is to keep scrolling without thinking, like a machine repeating doing one action. The user will feel boring soon if he/she is not that interested in the information provided.
Why people sticky on games? I found the experiences listed above can be the answers to the question. So I decided to design a game experience.
I believe the idea that the game is a series of decisions.
When people are responsible for making decisions, they are motivated because they feel empowered to get involved.
However, if it is too complicated or time-consuming, they are likely to quit due to pressure.
Thus, the experience of exploring student organizations are supposed to be like playing mini-games that players keep making decisions which are extremely simple.
BRIDGING THE GAP
Thus, students have a limited understanding of the organizations. The interview revealed that students pay more attention to varieties of events on campus. So, the bridge between students and organizations is the activities/events. Students will learn the organizations by browsing the events they hold. The description is what they do or will do while the activities are what they did which is more convincing.
"Found" is the past tense of “find”. In this project, it means getting information about organizations quickly. It also has a double meaning; establish an organization.
I created a playful experience for new students by adding the tinder-like cards to browse student organizations. By doing this, users will not feel overwhelming or boring but feel relaxed and fun when browsing the information.
I added some colors in the low-fi wireframes instead of monochrome screens because the emotional connection is an essential part of this experience. I want to convey a delightful experience to the testers.
(click the picture to view more details)
THE INTERACTION DEMO
4. TESTING & EVALUATION
1 graduate students from interaction design at CCA
1 undergraduate student from graphic design at CCA
WHAT I EVALUATED
- EMOTIONAL CONNECTION
- What are the users' feelings when discovering the information?
- How well does this experience create shared meaning?
- Are the icons clear (easy to recognize) for new users?
- Is the function of the control easily determined at a glance?
- Is the information hierarchy organized clearly?
- Is it easy to find the information the user needed?
- Can users recognize and recover from errors?
TASKS FOR TESTING
- Browse the activities and organizations.
- Find the time and location of an activity.
- Mark at least one activity as "like".
- Cancel that action.
- Mark an organization as "dislike".
- Search an organization.
- Review your profile.
- Try to propose a new organization.
- The card sorting is playful and delightful. (EMOTIONAL CONNECTION)
- The navigation at the bottom is straightforward. (NAVIGATION)
NEED TO BE IMPROVED
- The position of the "Send" button is different from other buttons on cards, which may lead the user to click the wrong place. (INTERFACE)
- The icon of "Organizations" may be mistaken for "Contracts." (INTERFACE)
5. HI-FIDELITY MOCKUP
Thank you for your time!