Shy!

An App Revolutionizing Introverts' social Connections.

Background

"Shy" was conceived by an introverted entrepreneur who recognized the challenges introverts face when venturing into new hobbies or social interactions. The app aimed to bridge this gap by facilitating connections among introverts sharing similar interests.

Objective

Objective

To discern the comfort levels of introverts in approaching new people with similar interests and determining the optimal group size for initial interactions.

Tools

  • Figma

  • Illustrator

  • Miro

Team

  • 1 UX Designer

My Role

  • UX Deign

  • UX research

  • Workshop facilitator

Timeline

  • Overall: 8+ weeks

  • Discovery & Research: 2+ weeks

  • Design & testing: 6 weeks

My Design Process


1

UNDERSTAND

2

RESEARCH

3

SKETCH

4

DESIGN/TEST

My Design Process


1

UNDERSTAND

2

RESEARCH

3

SKETCH

4

DESIGN/TEST

Understand:

Understanding the challenges faced by individuals with introverted tendencies, I recognize the difficulties associated with initiating connections with new acquaintances or embarking on new hobbies independently. Shy is designed as a solution to address these concerns, providing a seamless platform for individuals seeking to effortlessly forge new friendships and initiate the pursuit of desired hobbies.

RESEARCH


Competitive Analysis:

I assessed three distinct applications. While not direct competitors to my product, MeetMe, Hey! VINA, and Nextdoor share similar features and purposes, offering services that facilitate connections between individuals with shared interests. The following are key findings derived from the evaluation of each of these applications.


MeetMee:

Facilitates meeting new people with a dating app vibe, albeit not explicitly advertised as such. Users find the excessive ads, sometimes integrated into the interface, confusing. There's considerable room for improvement as the app's primary focus isn't on fostering friendships.

Hey!VINA:

While this application aligns closely with my capstone idea, it primarily caters to women. Although men are permitted to use the app, their interactions are restricted. The availability of groups is limited, and there are constraints on the number of individuals men can engage with.

NextDoor:

NextDoor is an application that prominently features various local groups and activities. It facilitates acquaintance with nearby individuals and the coordination of events and activities. The primary aspect I would modify is the absence of a membership limit in groups, resulting in some groups amassing over a thousand members. This can potentially deter individuals from participating, as the prospect of engaging in conversations within such large groups may be daunting for some.


SURVEYS


Initially, we created an online survey and disseminated it across pertinent communities. Within a brief span of a few days, we garnered 28 submissions.

  • 28 People responded

  • Multiple choice surveys were conducted

28

RESPONSES

4

FUNDAMENTAL PATTERNS

8

USABILITY TEST PARTICIPANTS

1

MAJOR REDESIGN

Interviews:

5 representatives from the survey for interviews talking about being introverted and social media, meeting people and hobbies.


Key Findings:

- 50% prefer online meetups.

- Over 75% favor indoor hobbies.

- Over 80% hesitate to start hobbies alone.

- Nearly 90% prefer groups of no more than 5 for comfort.

- Over 60% would start a new hobby if initiated by new acquaintances.

- Awkwardness makes it difficult to get to know new people, hobbies make it easier.


Personas:

Using the survey data of participants, as well as potential product users, I distilled the four most prominent patterns identified in the research to construct this persona. In this instance, the individual is inclined towards indoor hobbies, harbors reservations about initiating solo outdoor activities, experiences discomfort when interacting with more than five new people simultaneously, and exhibits receptiveness to the prospect of commencing a new hobby if undertaken with a companion.

User Flow:

Using the survey data and key patterns identified, I crafted a comprehensive flow map designed to seamlessly guide users through the process of creating or joining a new social group centered around diverse interests. In the event of a successful progression, the transition into familiarizing oneself with new friends is facilitated smoothly. Conversely, if challenges arise, the transition into either joining a different group or creating one is equally streamlined and user-friendly.


Sketches:


I began the design process with low-fidelity sketches and wireframes to accelerate decision-making through visualization without losing time. My sketches were based on the initial user interviews, the business goal, and the heuristic evaluation. They each pointed to the fact that there were too many distractions in the flow. We came back to the sketches throughout the entire design process to make sure that we don’t lose sight of our primary goals and ideas.


Wireframes:


Utilizing Figma, I translated my initial sketches into low-fidelity wireframes. These wireframes reached a level of definition suitable for preliminary user testing at this stage.


UI Design:


Once the usability issues were resolved, I proceeded to design the final screens in Figma. My objective was to craft a visual identity that exuded a calm, warm, and welcoming essence for the user, all while maintaining simplicity based on the research findings. Key to ensuring the seamless functionality of all screens was the effective use of components. In addition to a star-based rating for each group, a simple yet crucial indicator was incorporated to swiftly communicate the number of members in each group.


1 Major Flaw:


While the initial phases of the app design process appeared to progress seamlessly, a hiccup arose during the execution of usability tests involving eight participants. The consensus among the majority was that the "select interests" screen posed confusion. This confusion stemmed from its appearance at two distinct junctures in the user's journey, with apparent difficulty in distinguishing the current path. To ensure the app functions as intended, a solution was imperative to address the clarity regarding the user's position in the journey.


Redesign:


While the initial phases of the app design process appeared to progress seamlessly, a hiccup arose during the execution of usability tests involving eight participants. The consensus among the majority was that the "select interests" screen posed confusion. This confusion stemmed from its appearance at two distinct junctures in the user's journey, with apparent difficulty in distinguishing the current path. To ensure the app functions as intended, a solution was imperative to address the clarity regarding the user's position in the journey.


Learnings:

This project has proven to be significantly advantageous for my career as a UX designer. Not only did it afford me the opportunity to bring to fruition an idea that had been percolating for several years, but it also allowed me to hone my proficiency with essential tools. Having navigated this entire journey, I am now enthusiastic about joining a team where I can leverage tools such as Adobe XD, Figma, Miro, Google Analytics, and others.

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