What is CoMe?

Project Overview

CoMe redefines social networking by providing cooperative puzzle-solving games as a solution to all types of social awkwardness. Rather than forcing yourself into small talks that are barely meaningful, establish bonds by helping each other out. Have fun making friends, and be fine staying shy! This is a class design project with the prompt of designing a social platform. As a team of millennials often found ourselves uncomfortable in traditional social occasions, we aimed to explore new possibilities of online social networking by seasoning it with fun and warmth.

Team

Caylen Rhine,
Emily Wong,
Yumeng Fan

Responsibilities

UX Designer
UI Designer
UX Researcher

I identified problem space, defined product concepts through ideation, and demonstrated our design deliverables through prototyping by collaborating with my teammates. Then, I translated our mid-fidelity prototypes into high-fidelity mockups with graphics and branding.

Image assets showing 3D game environments used in the CoMe high-fidelity prototype are screenshots taken from Animal Crossing: New Horizons and are used exclusively for educational and demonstrative purposes.

Design Process

Research

Ideation

Prototype

Evaluation

Research

A generative Approach

To develop a better understanding of what exactly is deterring users from actively engaging with strangers at social occasions or even friends online, we conducted a series of generative research. We distributed survey questionnaires on Reddit, Facebook, and WeChat, and we also reviewed content posted by users of Reddit, Quora, Twitter and Better Help to identify challenges people have faced with icebreaking and establishing bonds with strangers.

I'm very shy and scared of people. How can I change my life?
Quora User
Why can't I make new friends easily? I'm too shy and awkward. I have a hard time starting a conversation with a stranger.
Quora User
I am really shy when talking to people, like really, really shy. I'm so unsocial but so lonely at the same time. What is wrong with me?
Better Help User
Is it normal that when I swipe on others, our conversation only lasts for a few minutes? I'm scared of silence.
Reddit User

The Problem

“Shyness” and “socially awkwardness” appear frequently when people describe their problems with socialization online. Nevertheless, there are many reasons why one may feel this way at different occasions. We sought to dissect shyness and socially awkwardness via our survey and study the root causes why people find socializing online to be challenging.

Screenshot of Survey instrument. 67 valid responses were collected.Screenshot of result for question: which of the following factors make meeting new people challenging for you? Select all that apply. The top three selected options are: selecting a topic, chosen by 70.1% of the participants, fearing of awkwardness, chosen by 52.2%, and having limited knowledge about each other, chosen by 44.8% of the participants. Self-selectively submitted responses include disliking small talks, lack of trust in strangers and language barriers.

User Needs

A safe space environment where users can freely express themselves while also feel heard.
Creation of shared interests and shared experiences, which can turn into intriguing topics for conversations.
New ways to engage without the necessity of small talks.

Turning Concepts into UX Solutions

The Solution

We observed in both of our research that one effective channel through which people have established friendships is gaming, particularly those with a cooperative nature. We then confirmed the positive effects of games in socialization through a second round of literature review.

Pew Research Center’s Teens Relationships Survey n=1060

36%

Met new friends while playing video games

More than

50%

Have made friends online

Nobody minds if you didn’t engage at all, that’s normal. And cool things that happen while playing are great conversation starters.
Robbie G, 22, London
“When you’re not doing something in-game that requires a lot of coordination, you’re basically just on the phone with this person, so you can grow a friendship pretty quickly.”
Trent W, 36, Virginia

The question then, was what type of game is appropriate for our platform? 

To answer this question, we examined genres of games that appeared more often in our research and identified the attributes that contribute to a genial bonding experience. While many are applicable, we identified cooperative puzzle-solving as our entry point since games of this genre provide a sufficient sense of achievement and room for inter-player communication, while they can be light-weighted to integrate seamlessly with additional social networking features. 

Game Research Result

Key Features

“We are in this together.”

Each user faces a different puzzle respectively, while the clues they find may be useful only to their teammates. Therefore, sharing clues is highly encouraged for winning together.

“Look doesn't matter. Soul does.”

CoMe avatars ensure a feeling of security for users who wish not to reveal their physical appearance.

“Beyond what we say.”

While chat and voice messaging are available for communication, emojis and emotes enable users to cooperate even without speaking or messaging.

“Let's keep in touch!”

CoMe provides a kaleidoscope of ways for users to bond and interact outside the game session.

“We are meant to be friends.”

Users may choose the profile of teammates whom they want to be matched for game sessions, or have the system match them based on personalities and interests.

Prototype

Before translating our UX solutions into low-fidelity prototypes on Figma, we first established a user flow model to ensure the cohesiveness between the gameplay experience and the post-game social interactions. We recognized the importance of incorporating a structure and interface resembling that of a general utility app for a smoother adoption by users who are less familiar with games.

User flow analysis and chart. Important features were divided by major users tasks including gameplay, gift exchange, posts, messages, and user profile, which are all accessible from the home page and global navigation menu. An onboarding process, where users complete character creation and personality tests, is required when users start using the app.

Mid-fidelity Prototype

Mid-fidelity digital prototype and wire-framing. Developed for the three selected user tasks including onboarding, gameplay, and post-game socialization.

Evaluate

Screenshot of Zoom usability testing session

With the mid-fidelity prototype that we created using Figma, we conducted 2 remote usability tests on Zoom to validate our design assumptions and identify areas for improvements.

Key Insights

Make adjustable options available to access right before matching to start a game session
P1, College Student
Users expressed stronger willingness to play puzzles if the rewards are attractive.
P1, College Student
Users need to be incentivized in exchanging gifts with friends.
P1, College Student
Users wish to improve their match results by ratings to the teammates they got matched with.
P2, College Student

High-fidelity Prototype

With an overarching branding concept of "simplistic but fun," I chose photos of plastic foam and morning mountain view as the mood-boards, for the concept of "de-stressing" and "calming."

Branding & Visuals

Along with the usability testing process, which was a collaborative effort amongst our team, I translated our mid-fidelity prototype into high-fidelity mockups to practice UI creation using Figma. As both processes took place simultaneously, I was only able to iterate the high-fidelity mock-up based on part of our usability testing results. 

The key concept of the branding is “simplistic but fun,” for the interface to appeal to both users who are familiar with mobile games and those who are less so. I also illustrate the CoMe characters and visual assets with a simplistic and cartoon aesthetic for a similar purpose. 

Interactive Prototype

Next Steps

Integrating game elements into a social networking app or similar platforms requires more than clearly defined and well-structured information architecture and user flows. Thinking about how users may interact with each other during the actual gameplay and about how those interactions can distill into post-game needs or even problems is critical to an effective and seamless integration. Through our latest usability test, we still observed usability issues regarding the gameplay and the gift exchange feature. If I have an opportunity for further iterations, I would aim for a fully-developed user flow for the in-game interactions including clue exchange, emotes, and chat. I would also work on optimizing the user flow for the message and gift exchange feature. 

SCROLL TO VIEW
SCROLL TO VIEW
Y
MENG FAN