design an app that makes finding third place more accessible, while also incentivizing businesses to participate?

design an app that makes finding third place more accessible, while also incentivizing businesses to participate?

design an app that makes finding third place more accessible, while also incentivizing businesses to participate?

How might we...

How might we...

How might we...

Reflections

Reflections

The Importance of Collaboration

This project helped sharpen my abilities in collaborating and co-ordinating responsibilities within a team, especially when ensuring all members were on the same page regarding design decisions. Working in a team also meant that workflow was much more streamlined, as more minds are involved in the decision-making and feedback/iteration process.

Integrating Research into Design

I found the process of integrating research insights into design to be invaluable. While my role was UI Design, I participated in various aspects of the research process to solidify and support my design decisions. Being an active participant in the research process helped uncover topics I lacked awareness of. Investing myself into the problem I was designing for fuelled my passion for this project, and also instilled confidence into my designs.

Understanding Brand Values

Conceptualizing omo’s brand identity reinforced the importance of envisioning a design direction to create a memorable user experience. Using research insights to inform omo’s brand values allowed me to make intentional design choices, including the voice, colour palette, and typography for omo.

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Duration

Duration

Duration

3 months

3 months

3 months

My Role

My Role

My Role

UI Design
Brand Design
Wireframing
Prototyping

Research Integration

UI Design
Brand Design
Wireframing
Prototyping

Research Integration

Tools Used

Tools Used

Tools Used

Figma
Google Forms

Figma
Google Forms

Figma
Google Forms

Team

Team

Team

Katelyn Li
Andrew George Geevarghese
Sang Hyun Yoon

Katelyn Li
Andrew Geevarghese
Sang Hyun Yoon

Katelyn Li
Andrew Geevarghese
Sang Hyun Yoon

View prototype

View prototype

Overview

Overview

The Problem

The Problem

Creating data transparency is key for users. Providing data transparency not only improve the user’s confidence in sharing their data, but also increase their willingness to provide their data as well. LinkedIn is a comprehensive application with an abundance of information. However, with information overload regarding data transparency, user may have less trust in the product.

Third places, coined by sociologist Ray Oldenburg, are public spaces that exist outside of work and homes. Third places are key for social development, community, and comfort. However, they’ve become increasingly scarce. People struggle to gain a sense of community, which in turn exacerbates mental health issues and increases feelings of isolation.

Third places, coined by sociologist Ray Oldenburg, are public spaces that exist outside of work and homes. Third places are key for social development, community, and comfort. However, they’ve become increasingly scarce. People struggle to gain a sense of community, which in turn exacerbates mental health issues and increases feelings of isolation.

The Solution

The Solution

To make data more transparent for the user, several solutions were implemented to make process of accessing data easier for the user. To reduce loading times and redundant screens, toggle switches and dropdown menus were used to replace buttons that opened a whole new page. Certain settings were merged and reworded to reduce confusion.

omo is designed to foster social change regarding the growing issue of third places by providing an accessible method in learning about local third places, while also encouraging businesses to provide an adequate experience for our users. As the UI designer, my role involved leading the design direction of omo, creating high-fidelity prototypes, and integrating research insights into design choices.

omo is designed to foster social change regarding the growing issue of third places by providing an accessible method in learning about local third places, while also encouraging businesses to provide an adequate experience for our users. As the UI designer, my role involved leading the design direction of omo, creating high-fidelity prototypes, and integrating research insights into design choices.

Overview

The Problem

Third places, coined by sociologist Ray Oldenburg, are public spaces that exist outside of work and homes. Third places are key for social development, community, and comfort. However, they’ve become increasingly scarce. People struggle to gain a sense of community, which in turn exacerbates mental health issues and increases feelings of isolation.

The Solution

omo is designed to foster social change regarding the growing issue of third places by providing an accessible method in learning about local third places, while also encouraging businesses to provide an adequate experience for our users. As the UI designer, my role involved leading the design direction of omo, creating high-fidelity prototypes, and integrating research insights into design choices.

A discover page where users receive personalized recommendations and an extensive filtering system that best tailors towards their needs.

An interactive map that features top-rated locations based on its success in facilitating a third place.

A favourites tab that allows for users to save their most notable locations.

Incentives for businesses when they qualify as a third place through a boost in engagement with users.

LinkedIn

Data Transparency

Simplifying LinkedIn’s data transparency to increase trust amongst users and reduce cognitive load.

omo app

Connecting users to local third spaces to foster a sense a community and social bonding.

omo app

Connecting users to local third spaces to foster a sense a community and social bonding.

Investigating Third Spaces

Investigating Third Spaces

Our goal of ensuring that third places are more accessible to users also involves understanding what makes them appealing or motivating for various demographics, the impact of third places on these users, and how we can use technology as a medium to help third places thrive. To help specify the scope of our research, we identified the following questions:

01

What physical and environmental attributes make third places appealing to different demographics?

02

In what ways do third places impact the mental and emotional well-being of individuals?

03

What are the user’s primary motivations to visit third places?

04

How can we use technology to foster third places?

Our team then devised a plan consisting of identifying converging points from the research conducted, understanding our user demographics and motivations, mapping out the information architecture of our mobile app, and lastly decide on our design direction. Here are some key insights derived from our user survey consisting of 35 participants:

80%

Picked socializing with friends or family as one of their top 5 reasons for visiting third places, followed by hobbies, working, and relaxing.

Picked socializing with friends or family as one of their top 5 reasons for visiting third places, followed by hobbies, working, and relaxing.

63%

Said lack of time was one of their top barriers to frequent third places, followed by money and distance.

Said lack of time was one of their top barriers to frequent third places, followed by money and distance.

86%

Identified atmosphere as one of their most valued features of a third place, followed by comfortable seating, and cleanliness.

Identified atmosphere as one of their most valued features of a third place, followed by comfortable seating, and cleanliness.

Research Triangulation

Through our literature review, the POEMS framework, and interviews, we found the top 3 converging points that influenced our design decisions moving forward.

Success Factors

Better seating, atmosphere and cleanliness played a large part in the decision-making process when choosing a third place.

Motivators and Barriers

People prefer third places that are closer in proximity due to convenience. The main barriers to accessing third places include time, money and distance.

Personal Recommendations

Participants displayed a preference for choosing third places that were recommended from a trusted source.

Insights Gleaned

Here were the insights that are gathered from the research:

Success Factors

Better seating, atmosphere and cleanliness played a large part in the decision-making process when choosing a third place.

Motivators and Barriers

People prefer third places that are closer in proximity due to convenience. The main barriers to accessing third places include time, money and distance.

Personal Recommendations

Participants displayed a preference for choosing third places that were recommended from a trusted source.

Understanding Our Audience

Several personas were developed with omo’s target audience in mind, which aided in providing a more in-depth understanding of our users. The majority of survey participants ranged from gen z to millennial, which were reflected in the personas created.

Structuring Navigation

To demonstrate how our users may interact with the app, we mapped a user flow for Fatima, who is looking for a nearby ramen place. This scenario provided a greater understanding of how our users may potentially operate our app to locate a third place that matches their needs.

Afterward, our team formed a sitemap to better understand the structure of the app and how each component will be linked with one another, especially in relation to the categorization of various filters that the user would interact with.

Envisioning omo

Envisioning omo

Our design direction incorporated several research insights, such as how individuals value authenticity and relaxation when it comes to third places. Thus, I pinpointed 3 key brand values that best reflected omo: friendly, personable, and comfortable. The added shapes reflected the organic authenticity of the brand.

Bringing Sketches to Life

Bringing Sketches to Life

Low-fidelity Wireframes

To visualize the foundational structure of the app, low-fidelity wireframes were sketched, and then tested using the Guerrilla Usability Test methodology on paper prototypes.

Participants found the process to be intuitive with minimal feedback provided, solidifying the core functionality of the app and providing validation prior to moving forward with more developed wireframes.

Introducing omo!

Introducing omo!

Using omo’s branding guidelines, the app was brought to life. Colour palettes, typography, and images were carefully selected to create a polished, functioning prototype.

Mid-fidelity Wireframes

After the low-fidelity wireframe was tested, the layout was further refined in the mid-fidelity phase, establishing clearer visual hierarchy and providing additional context to UI components.