TightKnit Startup Idea

March 2022 - June 2022

Overview

With many iterations we came down to this final mobile design. One big challenge my team had was that the market had already been saturated with many outlets that solved our original problem of just connecting people together. As our team got together to analyze what the need was in this market, we concluded that young adults needed a way to continue staying connected with their friends. With the pandemic, people had gotten more comfortable with being self-sustainable especially with the rise of resources and outlets that aim to satisfy our needs. Whether it be delivery for everything, streaming apps, remote work/school, etc. As a result, we designed an app that allows friends to stay updated on what activities they are doing along with being able to join each other on doin these activities together! At first, we planned to keep our layout to be minimalistic (similar to Venmo), however, we found that it doesn't actually portray a sense of fun that we intended to have for friends. So we updated our font and color scheme a bit along with prioritizing user engagement in making knits together in order to continue consistent relationships

Team

Maged Waly

Me

Isaac Otero

Winnie Chen

Chuanlin Yang

Cole Franklin

Project Lead / UX Designer / User Researcher

Final Design

A 9 week project for my class, Startup Studio. I worked in a team of 6 where we designed a friend planning app from the ground up through Figma. Through this process, we investigated the need in the market through SET analysis, competitive analysis, and many interviews. According to feedback, we attempted to create an app that approach friendships being able to stay tightknit from a unique angle. It’s not about making friends, it’s about keeping them!

Original Problem

Since the pandemic, teens to young adults have struggled with finding people to continually spend time with due to increased social awkwardness and reliance on technological outlets. 

Social Analysis

  • Since the outbreak of Covid-19 , the social distance between people has been greatly widened. 

  • It is very common people can even stay indoors for a few weeks or a month due to remote work while enjoying various convenient and fast services at home

  •  As college students come back to school, they feel the need to make new friends

  • As a result of COVID-19, there has been a great deterioration of mental health with social isolation and lack of mental health care

  • Anxiety is on the rise due to the many wars happening around the war, especially with Russia and Ukraine with 73% of adults feeling overwhelmed by this war.

  • Materialism is leading to a decline of happiness as a result of what people experienced through COVID-19

Economic Analysis

  • For 2022, there is an estimated projected worldwide decrease of

    • Global economy from 5.9% to 4.4%

    • Emerging markets and developing economies from 6.5% to 4.8%

    • Advanced economies from 5.0% to 3.9% 

  • Emerging COVID-19 variants have resulted in higher and more broad-based inflation, especially in the U.S.

  • Social economic status has a very heavy impact in social interactions between peers due to the homophily principle 

  • High unemployment rate as a result of the pandemic, but starting to decrease in 2022

Technological Analysis

  • Metaverse has allowed people working at home to have a chance to interact with coworkers more

  • Smart home technology has made living at home very convenient and secure

  • The health industry has also grown with new technology for connected health as well as health exams conducted by machines (remote care)

  • As gas prices are getting higher and people become more concerned about the state of the earth, we are moving towards non-emission vehicles (cars, ferries).

  • NFTs and crypto currencies are increasingly popular, and there are a lot of directions these digital currencies can be taken in online communities and the metaverse

First Competitive Analysis

  • The current market is already saturated with apps that are aiming to get people connected 

  • These apps actually already do a pretty good job in increasing social connections between people

  • There actually isn't any real need in the market in bringing people together

First Value Flow Diagram

This is how we currently understood how most apps in the friendship making app worked

  • 22/24 participants prefer a few deep relationships over many casual ones

  • 15/24 have used online apps to make friends with 12 of those participants using discord

  • 10/24 participants find themselves to be closer to their online friends than their in-person friends

  • 19/24 participants enjoy talking to people who have different views from them

  • More than 50% of participants who answered, they prefer to do activities over handing out and talking

  • 19/24 participants have made more than 2 friends over the past year

First Survey Results

Second Survey Results

  • All of our respondents were unlikely to use an app for finding friends

  • 6/9 respondents do find it awkward to incorporate themselves into groups at gatherings because they feel out of place when other people know each other already

  • Most of them look for common interests when making new friends, one respondent said they look for people willing to be open and vulnerable

  • Most of our respondents do find it difficult to make new friends mostly because they think they’re awkward

  • 4 of our respondents are recent graduates who have made friends through work and church

Shift in

Problem

As we looked back at our research, we tried to narrow our scope to be more specific to user needs. Before we wanted to make an an app that allows people to just meet up due to similar interests. Now we want to attack this problem from a different angle of how to incentivize people to come together.

  • We started to consider different questions of How Might We...

    • Create an environment for new members to smoothly transition into in-person interactions without making it socially awkward for them?

    • Incentivize people to try new things with other people without making it awkward?

    • Encourage people to connect with others using an app without making it feel like they need an app to make friends?

    • Allow people to get comfortable with one another through meetups?

Need

Based on our interviews results, we've seen that young adults generally...

  • Want deeper relationships

  • Find it hard to keep in touch with others that you’re not close to

  • Have a lack of knowledge of how to continue conversations

Here are the Questions we asked

StoryBoards

StoryBoard Interview Results

  • All 4 of our interviewees find it hard to interact with people they don’t know unless they are somehow able to find common ground

  • All 4 of our interviewees are willing to have deeper conversations when prompted to do so whether it’s through a story or a memory or something else

  • In the process of making new friends, all of our interviewees say they tend to seek communication with people with similar backgrounds or experiences.

  • All of our interviewees’ favorite memories with their friends include in person events and hangouts.

  • 3/4 of our interviewees are more inclined to offline face-to-face communication, because it can bring more real communication experience to both sides and avoid possible misunderstandings in the process of online communication.

  • We decided to finalize more on the first storyboard that we made

Final Competitive Analyses

Value Flow Diagram

This is our vision for what our app will be like

TightKnit Model

Style Guideline (Draft)

MoodBoard

Sketches

Lo-fi/Mid-fi Prototypes

TightKnit Value Flow Diagram

Final Design

Final Takeaways

  • Finding user needs involves putting yourself in the shoes of the target audience and analyzing the different problems they may face with current solutions 

  • Developing experience in leading a team of designers and facing ambiguity during a project

  • Developing more experience in user research in looking at the current market, world, and people's responses

  • Learning that design is about understanding a user's needs rather than finding some solution that may work