Sociable 

OVERVIEW

A startup company by the name of Sociable has launched a product that helps people meet new friends. The goal of the product is to create a social user experience that will help users get out and do activities in person. 

Friends keep us company through the difficulties of our lives and help us grow, but when people move to a new city or town, fear and social anxiety can keep them from making new friends. The question is, how can we help people who have social anxiety step out and make new friends?


The process for Sociable is based on the Double Diamond Theory. I aimed to incorporate the key phases of Discovery, Definition, Ideation and Implementation in all phases of the project.

Discover

The Process

UNDERSTANDING THE PROBLEM

The number of people who say they are going to an event is significantly higher than the actual number of people who attend. The start-up’s given location data shows that, on average, only 20% of people who say they’re going to an event end up attending it. It’s much easier to RSVP to an event versus actually showing up. The problem isn’t that users forget about the event but when it comes to getting up and going out they’d much rather stay at home. Users feel no incentive between signing up for an event and going to it. What’s lacking here is the build-up, how can users be excited and stay excited for an event they’ve said they’re going to?


I compared three industry leaders in order to learn how they solve similar business problems.

INDUSTRY COMPARISON

Sociable is an app that functions more as a service for users to combat social anxiety versus being a platform only to find events. For this reason it was important to create a space that was:

  • Social

  • Welcoming

  • Friendly

  • Persuasive

  • Encouraging

The use of green and pink as the primary colors was intentional because these colors are meant to represent a sense of welcome and kindness. The illustrations add a flare of excitement and fun hopefully curating the perfect app for people wanting to attend events but don’t commit to them.

GATHERING INSIGHTS

I sent out screener surveys online to users who fit the given characteristics of my target audience. After a few days I received 15 responses which helped understand social habits of my users.

AFFINITY MAPPING

User interviews and secondary research helped me understand the user’s pain points, frustrations, and what users were lacking. I synthesized the data with the help of affinity mapping and then categorized in order to to understand the target audience to a deeper degree.

Users seemed to prefer a sense of safety and predictability as a result, I concluded this might help increase the conversion rate and boost social morale. If the user feels comfortable being in a new environment and knows the details of an event before-hand then they might be willing to commit to their decisions.

PERSONAS

Define

USER PERSONAS

USER STORIES

After compelling user interviews I used user stories narrowed the users priority frustrations in order to help identify what stories best aligned with the users goals and needs.  

USER INTERVIEWS

DISCOVER KEY POINTS:

  • Users do not enjoy attending events alone

  • User will commit to a social activity if they know the people going

  • Users are very conscious of social image

GOALS

SOLUTION

  • Increase the conversion of accepted invites to event attendees.

  • Help create a more comfortable environment for those with social anxiety.

  • Understand why people don’t commit to events.


Create a fun space with the help of gamification where users can make friends directly through an event app so that they never have to attend an event alone again.

ROLE

Ran all phases of the project as a UX Designer:

Screener Surveys, User Interviews, Wireframes, Usability Testing

It became clear to me that users needed more than just constant reminders for an upcoming event. The frequent email and text notification often get ignored because the user wants and needs a sense of reassurance and excitement before stepping out of their comfort zone. The key highlights of Sociable are:

  • Gamification, creating a fun experience where users earn points the more they socialize on the app and outside of it

  • Making friends, users can find people of similar interests on the app and invite them to attend events with them

  • Volunteer for events, this way users feel like they are contributing to the event and meet others versus feeling anxious for showing up alone

I conducted five moderated tests that each lasted about 15 minutes. This was for me to see if the flow was intuitive to the users or not. A few major takeaways from this prototype test were:

  • Imagery is important to understand the meaning of tasks

  • Icons that may seem obvious to one user doesn’t necessarily mean its obvious to another

  • Understanding a concept is dependent on the way things are labeled

MEDIA KIT

I ran two rounds of four remote usability tests over zoom and two in person tests that each lasted about 20 minutes. Each user that I tested had taken my screener survey and fit the user characteristics given in this project.

SOLUTION

01 Move the home button all the way to the left. In addition, replace the profile icon with a more intuitive one

02 Use the word ‘ticket’ more consistency across all screens, further associating ‘ticket’ with all events

03 Keep the names of actions consistent

SOLUTION

01 Make the option to change the users status to “going to event”

02 Create a link that can then be found on the ticket itself so that it creates seamless navigation

03 Have a link below the accumulated points that then lead to a separate points screen explaining how they work

I conducted five moderated user interviews with my target audience, each of which lasted 20 minutes.

Based on my research, I recognized that there was 1 key user type for my project. They experienced the difficulty of committing to events and that was the user that wanted to make friends and experience but wasn’t sure how or was too scared to.

INDUSTRY COMPARISON

Develop

THE SOLUTION

LOW FIDELITY PROTOTYPE TEST

Deliver

USABILITY TEST

FINDINGS - Round 1

01 User found that the home icon is not places in an intuitive location and the profile icon looks like a contact card

02 User felt that the ticket icon seems to correspond to music related events only

03 Labeling of item that result in the same action are inconsistnely names

FINDINGS - Round 2

01 User stated, “ I don’t understand how to know that I sign up for an event?”

02 User was confused how to aces the event page from the ticket

03 Having the amount of points a user accumulated on the homepage made no sense without explanation

After implementing the changes the users had expressed I went through three different iterations before producing the final deliverables below.

I made these changes keeping the user’s wants in mind and blended that with the brand’s attributes, hoping to:

  • Increase conversion rates of RSVP to attendees

  • Combat social anxiety

  • And build community

HIGH FIDELITY SCREENS

Main Features

NEXT STEPS

USER FLOW

These high level structures represent critical user flows of the application along with breaking down the routes users would take to complete tasks.

FIND FRIENDS

You can find and make friends on the app itself so that you can then invite them to events that Sociable offers. This way the user can build a community and and attend events all on one platform.

ENCOURAGE USERS

All event pages contain a testimonial section in the end that talk about past users experiences when attending the same event. This is in turn encourages the user to attend the event they signed up for.

GAMIFICATION

The more friends a user makers and the more events they attend the more points they gain. Users can then use these points to get special deals through the app.

I enjoyed this project because it felt something me and my friends would use in our everyday lives. However, if I had more time on this project I would make a the following changes:

  • Run one more usability test after running round two in order to confirm all screen flows are now intuitive

  • Held a focus group to brainstorm more ways to encourage people to socialize

  • Add a feature where you can create your own event and invite friends you’ve made on the app to your event

  • Add more horizontal scrolling so that the users could make more use of the filters on the dashboard