Growmigo

User Experience | Design Research | Branding | UI Design

 

Project Objectives:

An app that cultivates growth in friendships within the college community.

Programs Used:

Adobe XD, Illustrator, Indesign, After Effects

What is Growmigo?

Growmigo is an app where college student can play a game to get to know people on campus with common interests or majors/minors.

Start a game, plant a seed, & grow a friendship.

Your greenhouse soon could be full of plants representing new relationships on campus.

UI Animations & Microinteractions


Account Setup

Account Setup

Game Interface

Game Interface

The Process

What is the Problem?


Key insights from the research phase conducting:

  • Primary Research

  • Secondary Research

  • User Surveys

  • Semi-structural Interviews

Growmigo_research.png
Final_Growmigo_Summary.gif
 

Growing Friendships


Even though social apps are main contributors to causes in loneliness, most students are unwilling to give it up. The research phase showed how healthy relationships play a key role in long-lasting happiness.

How can technology be used to cultivate authentic and healthy connections?

How can you go beyond surface level?

User Personas


User Journey of App


Competitor Analysis


Final_Competitor_A.png

 App Architecture


SiteMap.png

Wireframes


 

Final Prototype Pages


 
Logo Growmigo.png

Logo

Color Palette for Growmigo.png

Colors

Typography for Growmigo.png

Typography

App icon Growmigo.png

App Icon

UI Elements.png

Elements

Prototype.png

User Flow

 

Usability Testing


Two usability tests were conducted:

Trial 1 was conducted with the black and white wireframes on 6 different design students at The Ohio State University.

Trial 2 was conducted on 6 various students (not affiliated with the design program).

Discovered Pain Point

One of the most interesting observations was how none of the participants clicked on the option “Written Response.” This was because the way it was phrased was intimidating and users thought it would be too much work.

 
 

Tested Solution

The two types of questions were simplified to terms that were more neutral/ambiguous to the user. Along with the helpful visualizations of the watering cans, users began to select both questions equally.

 

 

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