Project Collection

Project Collection

Otter Case Study

Otter Case Study

Otter Case Study

Project Overview

Role

UI/UX Designer

Team

Individual project mentored by Carolina de Bartolo

Timeline

8 weeks, August 2024-October 2024

Tools Used

Figma, Figjam, Canva, Chat GPT, Google Meets

Note

Otter is an original concept, and I designed it as a fully IOS native app

Project Background

Problem

There’s a rising loneliness epidemic in the United States, with problems associated with loneliness as dangerous as smoking 15 cigarettes a day. Young adults find it challenging to juggle self-care needs with the social interactions they crave.

Solution

To address this, I wanted to design a way users could benefit from a platform that allows them an intuitive and easy way to connect with new people. Enter Otter!

What is Otter?

Otter is a pressure-free way to meet new people and build meaningful connections. With Otter, you’re empowered to connect with others based on shared interests in an engaging group setting. Whether you're passionate about hiking, gaming, art, or any other hobby, Otter makes it easy to join groups that align with your interests. From there, you can explore events and activities happening near you, enabling you to bond with like-minded individuals in a comfortable and natural environment.

Project Goal

We want to know who is craving social connection and what's stopping them from finding it, so we can bring those people closer together through shared hobbies and interests.

Defining User Needs

User Interviews

I interviewed 6 people who expressed interest in expanding their social life. We gathered their priorities and found areas where we could address common needs.

User Interview Results

  1. Challenges in forming new relationships

  1. Desire for more social activity

  1. Openness to meeting new people

  1. Openness to technology for social connections

  1. Interest in engaging in hobbies with others

User Feedback

Usability Testing

I asked users what they thought of the original prototype and compiled their notes into two graphs. Graph 1 splits up their comments into what works, what questions people had, recommended changes and ideas. Graph 2 lays out their recommended changes into the level of priority and amount of effort it would take me to change the design.

Revising and Iterating

Based off direct user feedback, this is what I changed:

  • more contrast for accessibility

  • adding strokes to boxes

  • back button in top left corner

  • changing "edit your profile" to "create your profile"

  • more depth in initial screen

  • smaller "next" buttons

  • bigger text fields

  • user profile summary at end

  • use phone location services instead of having user input street address

  • height, age options

Key Takeaways

Reflection

Looking back, designing Otter has been equally challenging and rewarding. I spent weeks incorporating the design process I learned in bootcamp and having a prototype to show for it at the end of the day feels incredibly gratifying.

Future Notes

Some notes for future design is asking for user feedback early and often. There are moments where I could have saved myself some time and trouble if I had communicated more directly with users to see what they really needed vs what I think they wanted.

Having completed my first fully native IOS app, I anticipate future designs going increasingly smoother!

Project Overview

Role

UI/UX Designer

Team

Individual project mentored by Carolina de Bartolo

Timeline

8 weeks, August 2024-October 2024

Tools Used

Figma, Figjam, Canva, Chat GPT, Google Meets

Note

Otter is an original concept, and I designed it as a fully IOS native app

Defining User Needs

User Interviews

I interviewed 6 people who expressed interest in expanding their social life. We gathered their priorities and found areas where we could address common needs.

User Interview Results

  1. Challenges in forming new relationships

  1. Desire for more social activity

  1. Openness to meeting new people

  1. Openness to technology for social connections

  1. Interest in engaging in hobbies with others

Project Background

Problem

There’s a rising loneliness epidemic in the United States, with problems associated with loneliness as dangerous as smoking 15 cigarettes a day. Young adults find it challenging to juggle self-care needs with the social interactions they crave.

Solution

To address this, I wanted to design a way users could benefit from a platform that allows them an intuitive and easy way to connect with new people. Enter Otter!

What is Otter?

Otter is a pressure-free way to meet new people and build meaningful connections. With Otter, you’re empowered to connect with others based on shared interests in an engaging group setting. Whether you're passionate about hiking, gaming, art, or any other hobby, Otter makes it easy to join groups that align with your interests. From there, you can explore events and activities happening near you, enabling you to bond with like-minded individuals in a comfortable and natural environment.

Project Goal

We want to know who is craving social connection and what's stopping them from finding it, so we can bring those people closer together through shared hobbies and interests.

User Feedback

Usability Testing

I asked users what they thought of the original prototype and compiled their notes into two graphs. Graph 1 splits up their comments into what works, what questions people had, recommended changes and ideas. Graph 2 lays out their recommended changes into the level of priority and amount of effort it would take me to change the design.

Revising and iterating

Based off direct user feedback, this is what I changed:

  • more contrast for accessibility

  • adding strokes to boxes

  • back button in top left corner

  • changing "edit your profile" to "create your profile"

  • more depth in initial screen

  • smaller "next" buttons

  • bigger text fields

  • user profile summary at end

  • use phone location services instead of having user input street address

  • height, age options

Key Takeaways

Reflection

Looking back, designing Otter has been equally challenging and rewarding. I spent weeks incorporating the design process I learned in bootcamp and having a prototype to show for it at the end of the day feels incredibly gratifying.

Future Notes

Some notes for future design is asking for user feedback early and often. There are moments where I could have saved myself some time and trouble if I had communicated more directly with users to see what they really needed vs what I think they wanted.

Having completed my first fully native IOS app, I anticipate future designs going increasingly smoother!

Project Overview

Role

UI/UX Designer

Team

Individual project mentored by Carolina de Bartolo

Timeline

8 weeks, August 2024-October 2024

Tools Used

Figma, Figjam, Canva, Chat GPT, Google Meets

Note

Otter is an original concept, and I designed it as a fully IOS native app

Project Background

Problem

There’s a rising loneliness epidemic in the United States, with problems associated with loneliness as dangerous as smoking 15 cigarettes a day. Young adults find it challenging to juggle self-care needs with the social interactions they crave.

Solution

To address this, I wanted to design a way users could benefit from a platform that allows them an intuitive and easy way to connect with new people. Enter Otter!

What is Otter?

Otter is a pressure-free way to meet new people and build meaningful connections. With Otter, you’re empowered to connect with others based on shared interests in an engaging group setting. Whether you're passionate about hiking, gaming, art, or any other hobby, Otter makes it easy to join groups that align with your interests. From there, you can explore events and activities happening near you, enabling you to bond with like-minded individuals in a comfortable and natural environment.

Project Goal

We want to know who is craving social connection and what's stopping them from finding it, so we can bring those people closer together through shared hobbies and interests.

The User

User Interviews

I interviewed 6 people who expressed interest in expanding their social life. We gathered their priorities and found areas where we could address common needs.

User Interview Results

Interest in hobbies

Challenges in forming new relationships

Desire for more social time

Openness to meeting new people

Use of technology for social connections

Potential for a platform to facilitate connections

Group vs one-on-one settings

User Feedback

Usability Testing

I asked users what they thought of the original prototype and compiled their notes into two graphs. Graph 1 splits up their comments into what works, what questions people had, recommended changes and ideas. Graph 2 lays out their recommended changes into the level of priority and amount of effort it would take me to change the design.

Revising and Iterating

Based off direct user feedback, this is what I changed:

  • more contrast for accessibility

  • adding strokes to boxes

  • back button in top left corner

  • changing "edit your profile" to "create your profile"

  • more depth in initial screen

  • smaller "next" buttons

  • bigger text fields

  • user profile summary at end

  • use phone location services instead of having user input street address

  • height, age options

Key Takeaways

Reflection

Looking back, designing Otter has been equally challenging and rewarding. I spent weeks incorporating the design process I learned in bootcamp and having a prototype to show for it at the end of the day feels incredibly gratifying.

Future Notes

Some notes for future design is asking for user feedback early and often. There are moments where I could have saved myself some time and trouble if I had communicated more directly with users to see what they really needed vs what I think they wanted.

Having completed my first fully native IOS app, I anticipate future designs going increasingly smoother!

Defining User Needs

User Interviews

I interviewed 6 people who expressed interest in expanding their social life. We gathered their priorities and found areas where we could address common needs.

User Interview Results

  1. Desire for more social activity

  1. Challenges in forming new relationships

  1. Openness to meeting new people

  1. Openness to technology for social connections

  1. Interest in engaging in hobbies with others

The User

User Interviews

I interviewed 6 people who expressed interest in expanding their social life. We gathered their priorities and found areas where we could address common needs.

User Interview Results

Interest in hobbies

Challenges in forming new relationships

Desire for more social time

Openness to meeting new people

Use of technology for social connections

Potential for a platform to facilitate connections

Group vs one-on-one settings