001: The 

Problem

Discover


How do students get involved in clubs?

Let's explore this journey through our persona, Mia.

Six months ago, this was Mia acting on stage in high school. She’s a social butterfly who has been in theatre all her life.

But as a freshman new to Toronto, she fails to join a drama club. She misses crucial events like the Club Fair, doesn’t understand the official club portal, and gets no replies from club leaders.

She’s lonely and frustrated. It’s not an act anymore.

She feels alone.

But she’s not alone in this situation.

An actress lying on the ground of a stage, in anguish.

There are countless other disconnected students who want a community with the same interests.

Searching "UofT Club Application" or other similar terms on Reddit bring up over ten thousand results asking questions about how to join clubs or expressing frustrations with trying to join a club.
Screenshot of a reddit post.
Screenshot of a reddit post.
Screenshot of a reddit post.
Screenshot of a reddit post.
Screenshot of a reddit post.

We’re here to foster connectedness and help these students with their two tasks:

Find clubs I’m interested in.
Get involved in those clubs.

002: The 

User Research

Discover


Conducting research on existing experiences

I led the user research process. To hear about club involvement first-hand, we conducted a questionnaire and semi-structured interviews. We heard from 50 survey respondents and 9 interviewees.

A bar graph. 92% expressed interest to be in a club, but only 28% were actually in a club. Why this discrepancy?

What is holding people back from joining clubs?

Based on our interviews, I identified three main categories of pain points through affinity diagramming.

A ball fractured into many parts.
Information that exists is scattered. It’s hard to find the clubs you’re interested in or what those clubs do.
A question mark.
Lack of access to information. The Club Fair is the most useful source, but once you miss it, it’s over.
A ball separated from four other balls by a wall. An arrow coming from the single ball heads towards the four other balls but bounces off the wall.
No communication bridge between students and clubs. Most students don’t know how to get involved.

We were surprised by some of our findings.

We found that even outgoing, outspoken individuals who knew exactly what they wanted to get involved with weren’t necessarily able to join those clubs. To better visualise this context, we created our persona, Mia, briefly presented in Section 001.

003: 

As-Is Experience

Discover


User's Journey Map for joining a club.

Our team used journey mapping to understand how Mia might approach her goal of joining a new drama club and her experience throughout the process.

We gathered our research findings into a scenario "as-is" that detailed how Mia would currently approach her goal. It identified key opportunities for improvement.

As-is Scenario.

004: The 

Goals

Define


Our key design goals

To align the team around a single shared mission based on our user research, I crafted three key design goals for our solution as the lead for the user research process. Based on these goals, we proceeded with ideation.

A set of 16 balls, one ball is highlighted with sparkles.
A student who wants to develop a fruitful life outside of academics can discover new hobbies that they never even considered in the past.
A ball with a ring of balls around it, reminiscent of a planet.
A student interested in clubs can find useful information about clubs without going to the Club Fair, at any time, from anywhere.
A ball and a group of four balls have two-directional arrows between them.
A student who wants to join a club can find a club which they are interested in joining that is also interested in them.

005: The 

Ideation

Develop


Creating ideas and evaluating them

We brainstormed countless ideas and dot-voted on those ideas based on impact and feasibility. Here are the top three ideas I came up with.

Penguins walking around a club fair with booths.
Digital Club Fair
Run around with your characters like in an MMORPG. Similar clubs are grouped together.

We like:
  • The conceptual metaphor
  • Sense of exploration

We don't like:
  • Not feasible
Dating app interface with a drama club. Speech bubble with a red flag.
Club Dating
Hinge for Clubs. Swipe through club profiles. Navigate through many options quickly.

We like:
  • Engaging, digestible profile
  • A two-way process

We don't like:
  • Relies on blackbox algorithm
Penguins walking around a club fair with booths.
What's up?
Check a time and place and see what activities are going on. Fill a gap in your schedule.

We like:
  • Event-based approach to club involvement

We don't like:
  • Inconsistent

006: 

The Idea

Develop


Combining the best parts of every idea

A ticket with a bird, reads: Flock, the web app to find your birds of a feather.

We took what we liked from each idea and combined it into an idea we called Flock, a ticket to club involvement. Its key features:

  • Explore dating-inspired profiles of clubs like at a digital Club Fair
  • Get matches for clubs and communities we know you’d like
  • See interesting club activities that fit your packed schedule
  • Connect with clubs, let them know who you are as a person

007:  

To-Be Scenario

Develop


Envisioning a better future for our users

Next, we mapped how we envisioned Mia's scenario "to be" with Flock. This scenario helped us to focus on how our idea would address our user needs and focus on specific user flows. While her goal is the same, her process improves dramatically, and she discovers new goals along the way.
To-be Scenario.

With our direction set, we proceeded with prototyping.

008: The 

Sketches

Develop


Our low-fidelity sketches

We began our prototyping process with a low-fidelity prototype covering three key user flows, as derived from our journey map above:
  • Finding and following a club I'm interested in.
  • Finding information about an activity happening nearby.
  • Edit your own profile to include your passions.
Low-fidelity sketches.

009: The 

First Investigation

Deliver


Lean evaluation findings and results

To identify issues with the design at an early stage, we conducted a lean evaluation with 6 representative users. We ran a 5-second test, think-aloud testing, and post-testing semi-structured interview. Here are some of our findings.

Low-fidelity information architecture.

Before

Clubs was originally the Home tab, but searching for clubs was an infrequent task. The most common tasks were likely: 1) Viewing upcoming activities I signed up for 2) Viewing activities from clubs I follow. However, these were hard to discover in the Profile and Activity tab respectively.

Mid-fidelity information architecture.

After

We restructured the information architecture. We took those two main tasks and moved that into the home page. We then combined the rest under an explore tab, which is for new club involvement.

Low-fidelity profile screens.

Before

We were surprised to find that participants felt uncomfortable because the layout reminded them of a dating app. They felt embarassed having so many photos of themselves on an official platform. The familiarity of dating interfaces backfired on us.

Mid-fidelity profile screens.

After

We retained the customizability of the prompts, but kept just one photo. The final interface drew more from LinkedIn to make it feel more official and formal, with additional professional information like faculty and year.

010: The 

Storyboards

Deliver


Medium fidelity designs and storyboards

Based on our evaluation, we produced a mid-fidelity prototype. I set up an initial component library and edited everyone's screens to match the same visual style at the end. I created a storyboard to present the flows, as shown below.

Mid-fidelity prototype.

011: The 

Second Investigation

Deliver


Usability Testing Findings and Results

We conducted another series of usability tests with our mid-fidelity prototype and 6 representative users. Here are key findings:

Mid-fidelity map screens.

Before

Participants liked the nearby exploring feature. However, they found the search location marker confusing and wanted more information on the map. Most participants did not realise they could swipe the bottom menu up.

High-fidelity map screens.

After

I removed the search marker and added category markers to the activities. I also added a handle to the bottom menu.

Mid-fidelity onboarding screens.

Before

Participants were overwhelmed by the empty home screen and did not know what to do.

High-fidelity onboarding screens.

After

I added a call to action to direct users to the explore tab to look for clubs and activities. I would also add a better onboarding process for new users that helps them to follow an initial set of clubs that interest them.

012: The 

Product

Deliver


Final Product, high fidelity prototype

Based on the usability testing feedback, I created a finalised high fidelity prototype, presented below.

Browse activities from clubs you follow. Keep track of RSVPed activities and show your ticket when you show up.

Mobile phone showing home user flow to show activity ticket.

Look for activities based on location and time. Plan ahead or find something to do right now. One-tap RSVPs.

Mobile phone showing RSVPing for a nearby activity.

Find and follow the clubs you're interested in. Get related suggestions.

Mobile phone showing scrolling through a list of clubs and following one, receiving related suggestions.

013: 

Addressing Goals

Deliver


Flock aligns with our Design Goals, enabling users to:

A ball fractured into many parts, put back together.
Find matching communities, even new ones they didn’t know they were interested in.
An exclamation mark.
Learn the information they need about clubs, anytime, anywhere.
A ball and a group of balls. An arrow coming from the single ball heads towards, and reaches, the group of balls.
Commmunicate effectively and have a two-way relationship with clubs.

014: 

The Future

Deliver


So, what's next for Flock?

A ball with a group of balls and speech bubbles between them.
We need to expand on our messaging between clubs and applicants. We can likely create optimisations for this specific context.
Two tickets, one says Flock and the other says Flock for Clubs.
We need to produce a companion interface for club leaders to use. Although we did interview club leaders, we need more focused research.
Three tickets: Flock, the Student Organisation Portal, Student Life App.
We can explore how Flock fits into the rest of the UofT services, such as with the Student Life App and the Student Organisation Portal.

015: My Takeaways and 

Reflections


There is a string of pink balls. Other pink balls are getting strung along as well, while yellow balls are left floating around.

Intentionality in Storytelling.

Fortnightly, I would present the project to industry experts from companies like Google and IBM. With only 8 minutes per presentation and having more content to present each time, I had to be particularly intentional with what I chose to include and what I chose to emphasise. Furthermore, the audience was new each time, so they had to be quickly brought up to speed. I found good practice using the power of a simple but compelling narrative to string along the most exciting parts of a project.

A group of pink balls are travelling together down a track.

Learning Together.

I was working with a team of 5 emerging UX designers. Initially, I found myself often frustrated. Let's take the example of using Figma. I would discover content not in frames, many random instances detached, font styles replaced, even screens deleted. Through the process, I learnt to focus on growth of my team. I ran mini-workshops to teach my teammates Figma, shared resources, even linked them up to virtual workshops ran by Figma designers. Ultimately, we worked more efficiently and successfully by learning together.