As part of a UX/UI course with General Assembly, this project proposes a redesign and expansion of Next Door - a local social-networking app - to facilitate more in-person connections.
Working in a team of 3, responsibility was shared for all stages up until low-fidelity, after which I took full ownership of visual design and the final prototype.
We were tasked with exploring ways to encourage users to meet physically, improving the functionality of their ‘connect with your neighbours’ feature. From a user perspective, we found there was an appetite to make new meaningful friendships, but a lack of trust with strangers online, impeded such connections from forming.
Research showed users made friends most commonly through existing friends or in interest groups/affiliated events. Our recommendations thus include:
Nextdoor is a local social networking service for neighbourhoods, providing a digital platform for users in each ‘neighbourhood’ to communicate with one another. Currently, users can buy and sell goods, advertise local services, and discover events in their area.
Our brief was to explore ways to encourage users to meet physically. This includes
A feature inventory and a plus-delta analysis was conducted in better evaluating the market context of Next Door. More direct competitors, such as Meet Up, have a strong emphasis on interests and groups, with user interest selection built into the onboarding process (1) for relevant suggested groups at sign-up. Nextdoor by comparison have more of a focus on local events and individuals near you. We inquired further about these various social features in user interviews.
A comparative analysis focusing on dating apps, which, notorious for facilitating in-person connections, gave us insights into how users can ‘break-the-ice’ by utilizing techniques such as including multi-choice questions on their profiles (b) or voice-notes to build trust.
To understand the sociological and psychological context of making social connections further, we conducted ten user interviews and one contextual inquiry.
The latter process involved (remotely) observing a user organising to find and join an event on Meet-Up to make new connections, reflective of his typical behavior. The user showed interest in the people in each group when choosing a group to join; analysing their profile photos in deciphering demographic information, how they looked like, and how many of them were attending.
After synthesizing all our user research data through affinity mapping, several prominent trends came to the fore. Overwhelmingly, users made new friendships through existing connections, or hobbies and interest groups, in person; it appeared more rare to make new friends online due to a lack of trust in strangers. Rather, trust is higher for a stranger if they shared a mutual friend, or is affiliated to a group.
Additionally, and somewhat dichotomously, users trusted people with more online information, yet is selective about the information they share themselves.
The above problem statement distils the overarching sentiment of our user interviews. We found interviewees, particularly when moving to a new city, seeked people with similar outlooks and interests. Those without existing social networks seeked friends to not feel lonely. And a lack of trust in strangers for all interviewees discouraged them from meeting up in-person.
Our problem statement and research insights evolved to form our primary user persona, Clare, a newcomer to London looking to make new friends (below). Our user research also pointed to a secondary user persona: the established, well connected citizen who was not looking to make new connections, but keep informed in the neighbourhood and reinforce existing relationships.
Using the defined problem statement as an initial framework to ideate from, and considering our user research findings, we ran a group design studio, generating numerous ideas for discussion.
The main ideas centred around the prioritization of groups and making visible the people within those groups, as well as the idea of introducing mutual connections. We distilled six main concepts:
a. Expand and emphasize the group function as its own section of the app, organised by proximity to the user.
b. All events to be people-centric, prioritizing who is going and mutual connections most visibly.
c. Prioritize showing people as part of a group to make them more approachable.
d. Give information about people if they share information about themselves first to build trust
e. The inclusion of ice-breaker games on user profiles, making initiating first contact more seamless.
f. Allow the ability for people to introduce connections to other connections/groups to promote inclusiveness
The concepts that came through from the design studio were captured in the wire flow illustrated below. The prioritization of groups led to a group finder by location (and related filters), and a detailed group profile page. An ‘Introduce’ function was also built into the group profiles and user profiles, should a user wish to introduce these to a friend.
Five monitored usability tests were conducted remotely on a low-mid fidelity prototype. We were interested in testing the feasibility of using groups to meet people in-person, as well as the function of introducing people to each other.
Task 1: Find a way to meet up with a group of runners in person.
Task 2: Introduce your friend to the local running scene.
Several alterations were made in response to results and insights from usability testing. For example, 3/5 participants had confusion or increased cognitive load with the ‘Introduce a neighbour’ function. This resulted in the following changes:
a. ‘Introduce a neighbour’ was separated from ‘Request to Join’ in a pop-down menu to reduce cognitive load on the main screen. Also relabeled as ‘Share group’, a more familiar industry term.
b. The primary call-to-action button ‘Request to join’ moves to the centre of the circle, utilizing its geometric advantages to focus the users attention, leaving no buttons surrounding/competing with the circle motif.
Nextdoor have an existing colour palette of mostly greens and greys, with a purple accent utilized for events.
The greens work successfully in evoking the idea of growth and the hues feel optimistic and friendly. I have therefore maintained the primary lime green accent for the main call to action buttons.
I have utilized the mid-green accent colour for the ‘introduce’ function, reflecting this idea of growth and growing connections.
To emphasise the group feature, I introduced a new yellow hue, which like events in purple, have an energetic and playful feel to it, reflecting its categorization as a ‘social’ function of the app.
The aim visually is to encourage users to connect with others, in particularly groups. As such, groups have to feel approachable and friendly.
We utilized the motif of a circle to embody the ideas of equality and inclusivity, as well as bring up the image of a friendship circle.
The circle can also been used to focus the users attention to a particular call-to-action button or piece of information.
"It keeps everyone balanced on the same ground and not a hierarchy"
The symbol is an abstract representation of three people linked together by a circle. The number of group members is at the centre (user research response).
The group map symbol (a) conceptually parallels the larger group members circle; the smaller black circles become user profiles, as if it were increasing in fidelity once a user clicks into the symbol.
The group icon on events and users profiles is kept bold and minimal. The circled image differentiates it to the squared image of event icons.
At the heart of this project was the study of the human need for connection, a subject I find particularly intriguing amidst a growing epidemic of loneliness. Tech has the power to enable more meaningful relationships and this project was a somewhat heuristic process for me, forcing one to ask, what really drives humans to form social connections? Why are people afraid to connect to others today?
The process ran smoothly and to schedule overall. We tackled each stage of the double diamond methodically, and split tasks to suit each of our strengths. We were a particularly discursive team, debating each research insight and idea development along the way; this ensured every move was backed with critiqued justification, but also proved time-consuming.
Our solution meets the overarching sentiment of the brief in terms of encouraging users to meet physically, but divulges from some of the suggested ways of doing so. Whilst the brief asked us to explore a way for users to match with and meet in-person with a neighbour, our research strongly suggested people do not feel comfortable meeting strangers one to one, hence our proposal for people to meet through groups. Should it be a live client, a discussion on the brief would have been recommended, prior to ideation.