User Experience Designer
Victoria Huynh, Andre Magallanes, Sam Wheelock
Clubr is an easy-to-use, streamlined, social media app allowing clubs to easily update and post information and allows students to access that information effortlessly.
User research + Market Analysis
Our first step in finding out whether this was a problem we needed to design for, was to find out if it was even a problem at all. We surveyed students to find out the number of students involved in clubs on campus and other information regarding how they found the club. Our research was administered via a google survey link posted in online groups composed of UW students and in class. We received 54 responses and got the following data
Our research made clear that students do want to be involved in clubs but just couldn't find the right information. To find what our solution should and shouldn't have, we looked at existing solutions and formats.
With all the research gathered, we were able to create a problem statement to help scope our project, focus the team on what our problem is, and reference to ensure we're solving what we set out to solve.
Sitemap + Wireframes + Testing + Mockups
After assessing all the current options we created a list of must haves:
After brainstorming platforms for our solution, we landed on a mobile app. 95% of undergraduates own a smartphone and can access their phones on the go faster than a laptop. This makes sense for trying to find where the clubs meet on the go or messaging a club board member as you're trying to find them.
Before starting to prototype, we built a rough sitemap to guide our designs. The site map helps us visualize the structure of our app before we build it, which in turn makes it easier to build.
Our site map was low-fidelity so we can have a rough outline. We chose the main features that we knew were must-haves like a messaging system, searching for clubs, and accessing events via a calendar. This final flow and mapping of our design were slightly different, but this was a good reference to get started.
We then went into our prototyping phase. We started out creating user flows on a whiteboard with tasks in mind. Our initial tasks were based on our main features. We drew out screens to message a club, find all clubs, and find contact information on a club. After this we created our first iteration of lo-fi wireframes:
We used a mix of both subjective and objective data to get a full picture of how our solution was working for our users. From our feedback we gathered that:
This feedback and testing were insightful for finding out whether our intended and constructed solution aligned with our user's wants and needs. We seemed to have hit the mark on what was deemed essential functions, but our testing showed that we needed to improve some of the holes in our interactions and logic as well as add additional features that our users pointed out as being useful to them.
Design System + High Fidelity Mockups
After going through one more round of reiteration and gaining user feedback, we fixed the gaps in our logic and interactions. We then moved into blocking out our screens in Figma. We did not incorporate any color or pictures yet so we could get a feel for if our paper designs would even translate to phone screens. After we translated it to a phone screen, we moved into incorporating things such as font, colors, and iconography. We also created a design system since we were working on different screens. In addition to our component library, we used the following colors and type:
Reflection