Circle

Circle is a social media application for midlife generation. With Circle, the users can easily make connections with other people. Circle focuses on giving users a comfortable and simple experience, including features to make and chat with new friends easier. Circle allows users to hold or join in-person event through map function. Circle offer various ways to find friends. Circle's functionalities includes: message, map, event suggestion, feed.

Year

2021

Agency

None (Group Project)

Project Type

UI Design, UX Research

Role

UX/UI Designer

Circle

THE PROBLEM

Loneliness And Social Isolation of Middle Age Group

We began the research process with the goal of understanding how midlife users use social media to make friends or contact with their friends. How do they familiar with internet and other social media.

THE SOLUTIONS

Meet in Person is the Key Essential Features

Circle
Circle
Circle

THE GOAL

Meet in Person is the Key Essential Features

Our goal is to make the application simple to use, and easy to read. we’re focusing on communicability for midlife generation. Developing a social media app that allows 40 to 60 years old users to make friends in both in-person and online ways, share their lives with a lively and simple interact interface.

COMPETITIVE ANALYSIS

The Competitive Apps Do Not Include the Feature of Holding Events

Most of the competing technologies fulfill our requirements to a reasonable degree, but none of them are as tailored as we envision our technology being and focus on in-person events. This is because most of the competing technologies have either aim for a broad audience or have a different target population altogether.

Competitive Audit

Usability Testing

Our Interviewees Were Also Interested in Connecting With Younger Generation

We interviewed 10 middle age testers. Most of the interviewees were around the age of fifty. Some group members did their interviews face-to-face, while others did theirs over the phone or MacBook. Some of the interviewees were more lonely than others; some lived with their partners, and others lived alone. Our interviewees were from different regions and had different cultural backgrounds. Our requirements were validated by sending a preliminary version of our requirements to one interviewee per group member. Based on their input, we revised and iterated on our requirements. Below are the questions that we asked our interviewees:

Sample questions we asked:
1. When you desire social contact, what do you do?
2. What do you do when you feel lonely?
3. Who are you currently interacting with?
4. Comfortable meeting someone you meet online in person?
5. What would make technology easier to use?

THE MAIN INSIGHT

Avoid Complicated Navigation and Process.

Overall, our test users were satisfied with our low-fidelity prototype. Our major goals for the prototype were that the layout should be intuitive and that the design shouldn’t overly complicated, and both of these goals were met. However, our test users gave us numerous pieces of feedback, both for things we did well and things we could improve.

Comment
Comments
Comments
Key Takeaways
01

Some participants were confused about adding friends

02

Users value the ability to customize their settings to curate things

03

Major products in the market lack desirable features and feel

04

3 participants would like to connect with their family, especially their grandchildren

05

Too much information on screen makes users feel overwhelmed, they'd like a more simpleexperience

06

Some users would like to view the map in Google map.

PAIN POINT identified

Pain Points
01

More instructions with adding friends

02

Sign up method is complicated

03

Buttons are hard to find

New Ideas
01

This was improved by adding a simple and obvious button that allows users to better understand this step.

02

Some users also like to sign up with their emails. This was improved by adding a email sign up method and a skip button.

03

This was fixed by making clickable buttons more visible and intuitive.

User persona

Persona

Design

Paper Wireframes

For the Low-Fidelity prototype we individually produced hand-drawn mockups that we believe fulfilled the requirements. We took these into account along with the content of our interviews to make the app as user friendly to its stakeholders as possible.

Sketches

Low-Fidelity Wireframes

For the Low-Fidelity prototype we individually produced hand-drawn mockups that we believe fulfilled the requirements. We took these into account along with the content of our interviews to make the app as user friendly to its stakeholders as possible.

Wireframe

Iterations

Three Improvements in My Design

Based on various feedback from 5 other peers, I continually iterated my design over the span of 2 weeks. The major changing were: adding two buttons on the profile screen, adding a notification section on the home screen to remind users of events coming up, and improving some of the screens' layout.

Changes

I redesign the layout of the profile screen. Adding two buttons of "Add Friends" and "Add Events".

Changes

Adding notification function on the top of the home screen.

Changes

Adding an event screen on the map page. By clicking on the map, the users can view the details of the events.

Final Design

A Focus On Simplicity And Vitality

Circle

The style guide

Design

The final product

A Highly Curated Experience

Circle
Circle
Circle

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