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With Me

WithMe

 
 
 
 
 

OVERVIEW

WithMe

WithMe is a web application for students to easily and effectively connect and study together in a personalized environment.

 

Team: Individual Project

Timeline: 12 weeks

Roles: Concept, Research, Ideation, Prototyping, Visual Design

Methods: Surveys, Interviews, Affinity Mapping, Usability Testing, Wireframes

Tools: Figma, Adobe Illustrator

 
 

Problem space

The Problem

College students currently do not have a dominant platform that smoothly translates their in-person study habits into remote learning.

The common practices of befriending classmates, grabbing a study room with friends, and grinding in the library have now sadly translated to using threads and forums to find classmates, going back and forth to schedule free time, texting each other video chat links for every meeting, or sometimes avoiding social interaction when needed.

The Solution

WithMe is an application that provides a single space for students to easily connect with their classmates & create an effective study environment suited to their preferences.

 
 

Pre-Research

This international trend validated my observation that there is a growing desire and market to connect with other classmates online due to the increasing difficulty of finding a preferable study environment at home.

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RESEARCH & IDEATION

Affinity Diagram

 

I brainstormed and designated reasons for why a student would want to study with others into 5 sections:

  1. Social Reason

  2. Productivity/motivation

  3. No pre-existing social circle

  4. Project/test/help

  5. Scheduling difficulty

 
 

Key Insights

  1. There is a growing audience and market for people who seek for others to study with

  2. There is a significant number of students who find comfort or feel productive while studying with others

  3. People value studying with someone in real time

 
 

Competitive Analysis

I observed other applications that students listed as ways to currently connect with other students to study with:

 
 
 

Survey

To better understand my audience, I conducted a Study Habit & Preferences Survey and further interviewed participants interested in the project.

 

My Hypothesis:

“Majority of college students prefer to study either with other students or in the presence of other people.”

 

Results

Out of 250+ college students, the survey data showed:

65.8% of participants prefer to study in the presence of others.

 

The breakdown of the 65.8%:

  • 47.1% of students prefer to study “Alone with other people studying in the same space”

  • 14.1% of students prefer to study “With another person”

  • 4.6% of students prefer to study “With a group”

pulled survey & interview quotes

 
 

Key Insights

  1. Students’ social environment preferences change based on the nature of their study material

  2. Students want the ability to find someone to study with immediately

  3. Currently, there is no dominant product that is being used to connect students to study together

more details here: Survey Findings

 
 
 

identifying the users

User Persona

After analyzing the data from the results, I created 3 user personas to narrow down my target audience and create main features.

Click each image for details

 
 
 
 
 

SOLUTION

Key Features

After understanding students’ goals and needs, I narrowed down key features of the application:

 
 
 

Calendar

  • Create, edit, & delete study room while still viewing calendar

Study Room Lobby

  • In-depth filters (online/offline, silent mode, free study mode, subject, course #)

  • Easy to share code

Video chat

  • Check calendar & lobby without leaving the room

  • Timer feature to keep track of time & stay focused

 
 
 
 

PROTOTYPING

Task Flow

 
 
Creating a new study room.png
 
Final prototype demo

Final prototype demo

Finding & Joining a study session.png
 
Final prototype demo

Final prototype demo

Setting a timer.png
 
Final prototype demo

Final prototype demo

 
 

User Flow

 
 
 

Sketches

I quickly sketched each page to narrow down and visualize the core information and features of the application.

 
 
 

Wireframing

I created wireframes to further visualize the screens and interaction flow and ultimately created a low fidelity mockup for my initial user testing. *Click to enlarge*

 
 
 

USABILITY TESTING

Remote User Testing

I put the initial designs to the test by observing how easily participants were able to navigate through the 9 given scenarios in my low fidelity prototype.

These remote usability tests were conducted in 3 rounds:

  1. Low Fidelity Prototype / 6 college participants

  2. Reiterated Low Fidelity Prototype / 5 college participants

  3. High Fidelity Prototype / 4 college participants

*Click to enlarge*

 

Given Scenarios

 
 

Calendar

  • Editing/Deleting study rooms

  • Creating study rooms

Study room lobby

  • Filtering rooms to preference

  • Adding study room to calendar

  • Sharing room code

Video Chat

  • Sharing room code

  • Sharing screen

  • Changing view settings

  • Changing mic settings

 
 
 

Insights & Iterations

After testing the initial low fidelity mockup, I reiterated the experience and conducted 2 more remote user testing using:

  • Improved low fidelity mockup (5 college participants)

  • High fidelity mockup. (4 college participants)

Gathering the feedback, these were the resulted changes in the product:

 
 
  1. Calendar

 

2. Lobby

 

3. Video Chat

 

4. Settings

 
 
 

VISUAL DESIGN

Style Guide

The foreground and background color combinations used in the prototype were selected following color contrast ratio.

 
 
 
 

final Prototype

Figma Prototype

Please explore the 3 main pages:

  1. Calendar

  2. Classes

  3. Videochat

Click full screen for a better experience! :)

 
 
 

REFLECTION

Insight

Through WithMe, I learned what it meant to truly empathize with users. Researching, interviewing, and conducting tests gave me time to understand and sympathize with the current student population that is struggling socially, academically, and emotionally. Quarantine proved that current technology is unable to completely replace the personal interactions we have face to face, but I hope that as applications develop, they can fill up some of the holes that have been created due to unavoidable circumstances.

Other valuable lessons I learned along the way are:

  1. Differentiating with the current, developing market

    • A lot of the competitive applications already improved and implemented many new features within the 2-3 months working on this project, reinforcing the idea that timing is (almost) everything. To stay competitive, relatable, and desirable in the market, this application would definitely have to add more unique features (listed in the next section) and always listen to user feedback.

  2. Value of UX Writing

    • Even though visual design, sitemap, and other interactions play a big role in user experience, I learned that UX Writing speaks volumes as the main voice. Treating the application as a living, breathing person was helpful because this would imply that UX Writing would be a conversation that I would have with others. This allowed me to think about how I want to be perceived and the way I want to speak to a user. To have clarity, conciseness, and a friendly attitude that relate to the user takes a lot of practice, so receiving feedback from user tests was very helpful.

 

Next Steps

If I were to create the next version of WithMe, I would focus on developing social aspects among users by including functions that cater to establishing smaller social circles and increasing the productivity of work.

These functions include:

  • Adding a todo list/notes section

  • Favoriting rooms by pinning them to the top of the lobby

  • Adding friends and user profiles

  • A separate Messaging feature within the product