Growmigo
User Experience | Design Research | Branding | UI Design
Project Objectives:
Our assignment was to design and test an app that will combat isolation and loneliness among college students on campus.
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.
When you start a game with another player, a seed is planted. The more the players play the game, the more friendships are cultivated, and the more their plants will grow.
Your greenhouse soon could be full of plants representing new relationships on campus.
UI Animations & Microinteractions
The Process
What is the Problem?
This infographic is a summary of some of the key insights from the research phase by using:
Primary Research
Secondary Research
User Surveys
Semi-structural Interviews
Growing Friendships
The research phase showed how healthy relationships play a key role in long-lasting happiness. However, even though social apps are main contributors to causes in loneliness, most students are unwilling to give it up.
The question remained: how could technology be used to cultivate authentic and healthy connections between people in a way that went beyond surface level?
User Personas
User Journey of App
Competitor Analysis
App Architecture
Wireframes
Final Prototype Pages
Logo
Colors
Typography
App Icon
Elements
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.