© 2024. Designed by Negin Enshaei

© 2024. Designed by Negin Enshaei

Goran Babarogic Product UX Designer
Goran Babarogic Product UX Designer

Hey there! I'm Negin

Product Designer


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Enhancing students' mood and social interactions

Enhancing students' mood and social interactions

University life can be tough, and many students feel lonely, stressed, and overwhelmed. We developed Uplift, a mobile app designed to improve students' mood. This app helps students connect with others, get involved in activities, and find support from a caring community. Uplift offers features like a shared calendar, group chat and suggested meetups and activities. This create a safe and welcoming space for students to make friends and take care of their mood.

University life can be tough, and many students feel lonely, stressed, and overwhelmed. We developed Uplift, a mobile app designed to improve students' mood. This app helps students connect with others, get involved in activities, and find support from a caring community. Uplift offers features like a shared calendar, group chat and suggested meetups and activities. This create a safe and welcoming space for students to make friends and take care of their mood.

My role

UX Researcher and Designer

Masters' student

Company

Uppsala University

Project Type

Team

5 members

Design Process

Design Process

Understanding the Problem

Understanding the Problem

Challenge

Challenge

How might we solve loneliness and lack of connectivity for students?

How might we solve loneliness and lack of connectivity for students?

Pain Points

Pain Points

Based on the insights we gathered from our interviews and surveys, we identified that the main reason students experience low mood is feeling of loneliness. To tackle this issue, we identified four main factors that students need to address. However, for the first iteration of our app, we have chosen to prioritise two of them: social interactions and activities.

Based on the insights we gathered from our interviews and surveys, we identified that the main reason students experience low mood is feeling of loneliness. To tackle this issue, we identified four main factors that students need to address. However, for the first iteration of our app, we have chosen to prioritise two of them: social interactions and activities.

Solution

Solution

We held a brainstorming session to determine how our app can meet user needs and which features to include. Here are the key features:

We held a brainstorming session to determine how our app can meet user needs and which features to include. Here are the key features:

Calendar

Users can specify their free and occupied times and see others' availability.

Activity Organisation

Users can organise activities with others.

Activity Suggestion

The app suggests activities based on users' interests.

Mood Tracking

The app asks users for their mood level at signup to track changes over time.

Chat

Users can chat in groups, privately, or randomly by app suggestion.

Sketching

Sketching

After our brainstorming session, we were eager to visualise our ideas and get a sense of what our app might look like and how to include the features we thought of. To speed up the process, we used the "Crazy 8" method. Once we had our sketches, we voted on the best ideas and combined some of them.

After our brainstorming session, we were eager to visualise our ideas and get a sense of what our app might look like and how to include the features we thought of. To speed up the process, we used the "Crazy 8" method. Once we had our sketches, we voted on the best ideas and combined some of them.

Site Map

Site Map

Low Fidelity Prototype

Low Fidelity Prototype

To quickly create a basic layout for our mobile app and test it with our classmates, we developed lo-fi wireframes. This helped us get ready to design more detailed hi-fi prototypes.

To quickly create a basic layout for our mobile app and test it with our classmates, we developed lo-fi wireframes. This helped us get ready to design more detailed hi-fi prototypes.

Initial Evaluation

Initial Evaluation

After designing the low fidelity wireframes, we conducted a round of heuristic evaluation to assess the usability of our app and identify any issues.

After designing the low fidelity wireframes, we conducted a round of heuristic evaluation to assess the usability of our app and identify any issues.

Mockups

Mockups

We began by using the iOS design systems for iPhones because we needed to keep things consistent and accessible in our design in such a short time. Next, we chose a colour palette and typography that would resonate with our target users' age group and boost their mood. View the final version of our hi fidelity prototype here.

We began by using the iOS design systems for iPhones because we needed to keep things consistent and accessible in our design in such a short time. Next, we chose a colour palette and typography that would resonate with our target users' age group and boost their mood. View the final version of our hi fidelity prototype here.

Final Evaluation

Final Evaluation

Ideally, we would have conducted a diary study to track students' moods over several months to gain understanding of the long-term impact of our app. However, due to time limitations and the scope of our school project, we asked 9 students to engage with our app for a week and then gathered their feedback through a survey.

Ideally, we would have conducted a diary study to track students' moods over several months to gain understanding of the long-term impact of our app. However, due to time limitations and the scope of our school project, we asked 9 students to engage with our app for a week and then gathered their feedback through a survey.

43% of participants expressed that they would like to use the app long-term.

22% of participants indicated they would recommend the app to their friends.

56% of users found the activity suggestions helpful and engaging.

71% found the overall user interface intuitive and easy to navigate.

Takeaways

Takeaways

Impact

This app plays an important role in enhancing our users' mood by offering a safe space for connecting with fellow students and participating in different activities. According to out survey, many users liked the app and found it helpful. This shows that the app could really help improve students' moods.

What I Learned

In this project, I gained more experience in teamwork and collaboration. I successfully used different design frameworks and methods, leading to a great outcome. This experience improved my skills in user research and testing, strengthening my ability to create user-centered designs.

© 2024. Designed by Negin Enshaei

© 2024. Designed by Negin Enshaei

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