Moment

Elevating deeper connections with teams

Elevating deeper connections with teams

Elevating deeper connections with teams

Moment is a mobile application designed to enhance team dynamics and foster deeper connections within groups or teams. The app provides daily prompts that encourage team members to engage in meaningful conversations. These icebreaker questions in the prompts are designed to help team members discover common interests and foster connections.

Moment is a mobile application designed to enhance team dynamics and foster deeper connections within groups or teams. The app provides daily prompts that encourage team members to engage in meaningful conversations. These icebreaker questions in the prompts are designed to help team members discover common interests and foster connections.

Moment is a mobile application designed to enhance team dynamics and foster deeper connections within groups or teams. The app provides daily prompts that encourage team members to engage in meaningful conversations. These icebreaker questions in the prompts are designed to help team members discover common interests and foster connections.

Team

Yiu Chung Cheung

Sam Wang
Victor Maciel

Ye Ju Kim

Role

Visual Design

UI & UX Design

Tools

Figma

Miro

Date

5 months

Problem Context


User Surveys

Remote Work = Less Social & Physical Interactions
As college students during COVID-19 and rising remote work, we wanted to figure out a way for students foster new connections with people.

The transition to remote work has posed significant challenges for college students seeking to find new connections. In traditional college settings, students have the opportunity to interact with classmates and form meaningful relationships. However, remote work have limited these opportunities, making it harder for students to meet new people, engage in discussions, and discover shared interests.

Remote Work = Less Social & Physical Interactions
As college students during COVID-19 and rising remote work, we wanted to figure out a way for students foster new connections with people.

The transition to remote work has posed significant challenges for college students seeking to find new connections. In traditional college settings, students have the opportunity to interact with classmates and form meaningful relationships. However, remote work have limited these opportunities, making it harder for students to meet new people, engage in discussions, and discover shared interests.

Remote Work = Less Social & Physical Interactions
As college students during COVID-19 and rising remote work, we wanted to figure out a way for students foster new connections with people.

The transition to remote work has posed significant challenges for college students seeking to find new connections. In traditional college settings, students have the opportunity to interact with classmates and form meaningful relationships. However, remote work have limited these opportunities, making it harder for students to meet new people, engage in discussions, and discover shared interests.


86%

of students found a decrease in their social interactions.
Statistics adapted from "Effects of COVID-19 on College Students," by Son C, Hegde S, Smith A, Wang X, Sasangohar F, 2021

of respondents did not know how to pay or request multiple users at once.

of students found a decrease in their social interactions.
Statistics adapted from "Effects of COVID-19 on College Students," by Son C, Hegde S, Smith A, Wang X, Sasangohar F, 2021

37%

of Americans were working from home in April, 2020.
Statistics adapted from "The Effects of remote work on collaboration among information workers," by Longqi Yang, David Holtz, Sonia Jaffe, Siddarth Suri, Shilpi Sinha, 2021.


Problem Statement

How might college students in project-based teams form deeper connections with one another so that they can improve collaboration and avoid being stuck in superficial relationships?

How might college students in project-based teams form deeper connections with one another so that they can improve collaboration and avoid being stuck in superficial relationships?

How might college students in project-based teams form deeper connections with one another so that they can improve collaboration and avoid being stuck in superficial relationships?

User Surveys


User Surveys

The college experience is not solely about academics but also about personal growth, exploration, and forming relationships.
To further understand the problem space, a user survey was created and received over 25 responses. We used insights from the survey to learn more about other college students' school experiences during the pandemic.

The college experience is not solely about academics but also about personal growth, exploration, and forming relationships.
To further understand the problem space, a user survey was created and received over 25 responses. We used insights from the survey to learn more about other college students' school experiences during the pandemic.

The college experience is not solely about academics but also about personal growth, exploration, and forming relationships.
To further understand the problem space, a user survey was created and received over 25 responses. We used insights from the survey to learn more about other college students' school experiences during the pandemic.

of respondents did not know how to pay/request
multiple users at once.

67%


of respondents felt uncomfortable requesting money from their friends back.

90%

82.6%

of respondents did not stay in touch with their peers after the class quarter was over.

of respondents did not know how to pay or request multiple users at once.

73.9%

of respondents had challenges building strong relationships with others, whether it be friends, teammates, or coworkers.

Competitive Analysis



Competitive Analysis

How do we deepen current relationships?
We knew that there were a lot of apps and services designed to help people and connect and form relationships.

While many of the apps have techniques to find new people and create romantic connections, they fell short in sparking conversations that would help find common interests or deepening relationships with connections that a person might already have.

How do we deepen current relationships?
We knew that there were a lot of apps and services designed to help people and connect and form relationships.

While many of the apps have techniques to find new people and create romantic connections, they fell short in sparking conversations that would help find common interests or deepening relationships with connections that a person might already have.

How do we deepen current relationships?
We knew that there were a lot of apps and services designed to help people and connect and form relationships.

While many of the apps have techniques to find new people and create romantic connections, they fell short in sparking conversations that would help find common interests or deepening relationships with connections that a person might already have.

Research Insights



User Interviews


Competitor Analysis


User Interviews

1. Feelings of Isolation

1. Feelings of Isolation

1. Feelings of Isolation

Most of the college students that were surveyed stated that their initial goals in college were to make new friends and connections. However, this goal was difficult to fulfill as remote learning gave them less opportunities to meet new people.

Most of the college students that were surveyed stated that their initial goals in college were to make new friends and connections. However, this goal was difficult to fulfill as remote learning gave them less opportunities to meet new people.

Most of the college students that were surveyed stated that their initial goals in college were to make new friends and connections. However, this goal was difficult to fulfill as remote learning gave them less opportunities to meet new people.

2. Deeper and Meaningful Conversations

2. Deeper and Meaningful Conversations

2. Deeper and Meaningful Conversations

Additionally, survey results revealed that college students felt that deep conversations were the key to creating stronger relationships. Students expressed a need for more than just surface-level interactions and a desire to find common ground and shared interests, indicating the importance of fostering a sense of belonging and community.


Additionally, survey results revealed that college students felt that deep conversations were the key to creating stronger relationships. Students expressed a need for more than just surface-level interactions and a desire to find common ground and shared interests, indicating the importance of fostering a sense of belonging and community.


Additionally, survey results revealed that college students felt that deep conversations were the key to creating stronger relationships. Students expressed a need for more than just surface-level interactions and a desire to find common ground and shared interests, indicating the importance of fostering a sense of belonging and community.


User Personas


User Personas


User Personas

Meet our students!

Meet our students!

Meet our students!

Based on the initial user research, we built two personas that gather the goals and frustrations shared.

Steven and Francesca both share the same challenge of not being able to form genuine connections as well as not finding common interests with their teammates.

Based on the insights, two personas were created to represent the differing needs and frustrations of Venmo users!

Based on the insights, two personas were created to represent the differing needs and frustrations of Venmo users!


Ideation


User Surveys

A lot of ideas were in the air!

A lot of ideas were in the air!

A lot of ideas were in the air!

To begin the ideation process, we began an extensive process of brainstorming solutions to the problem that college students faced and grouped them into categories on FigJam.

To begin the ideation process, we began an extensive process of brainstorming solutions to the problem that college students faced and grouped them into categories on FigJam.

To begin the ideation process, we began an extensive process of brainstorming solutions to the problem that college students faced and grouped them into categories on FigJam.

During the early stages of the ideation process, our team explored various features and concepts aimed at incentivizing students to engage more actively and foster deeper connections.

We initially considered ideas that would encourage users to "get off their phones" and embrace real-life experiences. However, upon careful consideration, we realized that such features might not necessarily lead to meaningful relationships or cater to the diverse needs and preferences of our target users.

Additionally, we explored the possibility of incorporating features that would facilitate in-person meetings and social interactions. However, our research findings indicated that many introverted individuals may not actively seek friendships or socialize extensively in real-life settings.


During the early stages of the ideation process, our team explored various features and concepts aimed at incentivizing students to engage more actively and foster deeper connections.

We initially considered ideas that would encourage users to "get off their phones" and embrace real-life experiences. However, upon careful consideration, we realized that such features might not necessarily lead to meaningful relationships or cater to the diverse needs and preferences of our target users.

Additionally, we explored the possibility of incorporating features that would facilitate in-person meetings and social interactions. However, our research findings indicated that many introverted individuals may not actively seek friendships or socialize extensively in real-life settings.


During the early stages of the ideation process, our team explored various features and concepts aimed at incentivizing students to engage more actively and foster deeper connections.

We initially considered ideas that would encourage users to "get off their phones" and embrace real-life experiences. However, upon careful consideration, we realized that such features might not necessarily lead to meaningful relationships or cater to the diverse needs and preferences of our target users.

Additionally, we explored the possibility of incorporating features that would facilitate in-person meetings and social interactions. However, our research findings indicated that many introverted individuals may not actively seek friendships or socialize extensively in real-life settings.



Recognizing the importance of creating an inclusive environment that would accommodate users' comfort levels, I proposed a daily question bank concept designed to "break the ice". This concept was inspired by card games like: We're Not Really Strangers.



Recognizing the importance of creating an inclusive environment that would accommodate users' comfort levels, I proposed a daily question bank concept designed to "break the ice". This concept was inspired by card games like: We're Not Really Strangers.



Recognizing the importance of creating an inclusive environment that would accommodate users' comfort levels, I proposed a daily question bank concept designed to "break the ice". This concept was inspired by card games like: We're Not Really Strangers.


of respondents did not know how to pay/request
multiple users at once.

67%


of respondents felt uncomfortable requesting money from their friends back.

90%

Low Fidelity Wireframes

When designing low-fidelity wireframes, I took a lot of inspiration from simple core products like scribbl.io where the main features and the creativity of the users play a big role in the product's appeal.

When designing low-fidelity wireframes, I took a lot of inspiration from simple core products like scribbl.io where the main features and the creativity of the users play a big role in the product's appeal.

When designing low-fidelity wireframes, I took a lot of inspiration from simple core products like scribbl.io where the main features and the creativity of the users play a big role in the product's appeal.

1. Groups for different teams

1. Groups for different teams

1. Groups for different teams


2. Daily Question Bank


2. Daily Question Bank


2. Daily Question Bank


3. Different user input/response options


3. Different user input/response options


3. Different user input/response options

Testing and Iteration

Mobile First

Mobile First

Mobile First

One major change is that we opted to design and develop for the mobile first. Since our audience was college students, we wanted the application to be easily accessible on mobile devices.

One major change is that we opted to design and develop for the mobile first. Since our audience was college students, we wanted the application to be easily accessible on mobile devices.

One major change is that we opted to design and develop for the mobile first. Since our audience was college students, we wanted the application to be easily accessible on mobile devices.

A lot of changes were made…

A lot of changes were made…

A lot of changes were made…

Based on the feedback received from peers and mentors, there were a lot of iterations on the designs.


Based on the feedback received from peers and mentors, there were a lot of iterations on the designs.


Based on the feedback received from peers and mentors, there were a lot of iterations on the designs.


Accessibility

Accessibility

Accessibility

One major design change was made in consideration the importance of accessibility and user feedback. While I originally wanted to opt for a playful theme with a handwriting-like font, the font that I originally chose did not provide good readability for users. Additionally, I also reevaluated the color palette to ensure optimal visibility and contrast for the buttons.

One major design change was made in consideration the importance of accessibility and user feedback. While I originally wanted to opt for a playful theme with a handwriting-like font, the font that I originally chose did not provide good readability for users. Additionally, I also reevaluated the color palette to ensure optimal visibility and contrast for the buttons.

One major design change was made in consideration the importance of accessibility and user feedback. While I originally wanted to opt for a playful theme with a handwriting-like font, the font that I originally chose did not provide good readability for users. Additionally, I also reevaluated the color palette to ensure optimal visibility and contrast for the buttons.

Before

After


Creating a Group


Creating a Group


Creating a Group

User feedback also revealed that having a create a group button inside "Groups for You" didn't make sense, especially if there were going to be more than 3 groups. To address this, I created a "See more" button as well as a separate "Create a Group" button.

User feedback also revealed that having a create a group button inside "Groups for You" didn't make sense, especially if there were going to be more than 3 groups. To address this, I created a "See more" button as well as a separate "Create a Group" button.

User feedback also revealed that having a create a group button inside "Groups for You" didn't make sense, especially if there were going to be more than 3 groups. To address this, I created a "See more" button as well as a separate "Create a Group" button.

Before

After


Incentives


Incentives


Incentives

During the user feedback sessions, one recurring question that emerged was about incentivizing users to actively participate and share their responses. I addressed this problem by implementing a feature where users would not be able to see others' posts until they had made their own contribution.

During the user feedback sessions, one recurring question that emerged was about incentivizing users to actively participate and share their responses. I addressed this problem by implementing a feature where users would not be able to see others' posts until they had made their own contribution.

During the user feedback sessions, one recurring question that emerged was about incentivizing users to actively participate and share their responses. I addressed this problem by implementing a feature where users would not be able to see others' posts until they had made their own contribution.

Before

After

Final Designs

An application that prompts teams everyday with ice-breaker questions1!

An application that prompts teams everyday with ice-breaker questions1!

An application that prompts teams everyday with ice-breaker questions1!