Villager
Product Design
UX/UI
Branding

Creating digital communal spaces to connect youth to in-person physical communities.

My Responsibilities

User research, UX/UI, branding, visual design

Timeline

30 weeks

Context

Do people experience digital communities differently from physical ones?

Growing up around and in digital spaces like Poptropica, Club Penguin, and other online video games for children, it led to my interest in how youth in this generation experience community. Especially with the growing concern of the over-reliance on online communication, I explored how youth are currently being affected.

Research question

How can digital communal spaces be a bridge to physical communities, supporting the social development of youth struggling with in-person social interaction?

The Solution

Villager is an app connecting youth to in-person communities through gradual exposure.

From forming groups with 5 others, to meshing with another group, to becoming a public community group, Villager supports community growth by starting small. The app provides comfortable environments, allowing youth to engage in social interaction at a comfortable pace.

Secondary Research

The ongoing issue of digital interaction.

Social media platforms have become appealing ways to satisfy youth desire and need for connection. Because users can adopt different identities or lifestyles in the virtual world, this escape mechanism can be employed to cope with emotional and psychological challenges and interfere with day to day life and social relationships.

So why don’t we just put away our phones? It’s not that digital use is negative or that we need to completely abstain. Instead, we need to look at the spaces that are meant to fulfill this need.

The lack of "Third Spaces".

The term "Third Space" is coined by sociologist Ray Oldenburg, describing the idea of a public, social place outside of home and work and characterized by its ability to bring people from diverse backgrounds together into a physical space.

Except now there’s an emerging problem: people express disappointment with the lack of accessible third spaces. 

Despite the pressing issues, there's still glimmers of what positive community building can look like.

A key characteristic about youth is that they are able to adapt and take initiative. A study conducted by researchers who examined the interactions of youth in virtual worlds designed for children found that users found creative ways to bypass restrictive design features to share information, form and show their connections with certain groups, and build communities.

In recent times, we've seen a Tiktoker inviting Toronto citizens to a spontaneous picnic which resulted in about 2000 attendees, entirely participant-ran. We see youth rising above the limitations the best they can.

Where is the bridge from the digital to the physical?

Knowing there’s a desire for connection in immediate surroundings and youth are more comfortable with digital platforms, how can we leverage those existing platforms to foster in-person community and revitalize physical third spaces?

Primary User Research

I asked youth themselves about their experience with finding community.

I conducted a survey with 19 participants aged 18-24 and gained a better understanding of their motivations and challenges. These were the key insights I gathered.

Creating user personas.

To see the touch points that affect users, I created personas and user journeys.

Development

Addressing user needs through app features and validating design through testing.

Based on user needs, I created a user flow with relevant features. After evaluating its effectiveness with my two personas and with input from user testing, I revised it to better fit user needs.

To flesh out the key features of the app and what they contain, I connected user needs to the content needed, to how the app can provide that content.

Final Design

An app that connects, grows, and sustains communities.

Customize your experience with the personality questionnaire.

Take the questionnaire, a quick set of questions to better understand your interests, personality within social settings, and the area you're located.

Authentic group formation.

Form groups with 5 other people of similar personalities and interests based on your responses from the group preference questions and personality questionnaire. Groups are formed based on the common chosen activity.

Enter the digital third space.

Get to know group members in the Park,
where breaking the ice is rewarding. As the group continues to meet up, the flowers will populate the Park.

Natural community growth.

Groups can choose to mesh with other groups, become public community groups, or stay as is.

Explore opportunities to connect with others.

Apart from forming groups, join public community groups, events for low, or spaces. These allow users with different levels of committment to still find communities.

Takeaways

Research is continuous in the design process.

Throughout this project, I went back and forth between research and design to validate my design decisions. As I learned more and gained more understanding, my design also became more relevant to the issue it addresses. This experience showed me the importance of not being too caught up with an initial idea, but rather let research shape the design as it goes.

Let's stay connected :)