Wayfinding Clubs/Events App

Wayfinding Clubs/Events App

Wayfinding Clubs/Events App

Eventure

Explore clubs and events

Access more information

Make new connections

Eventure is an wayfinding clubs/events app that aims to address difficulties in navigating through extracurricular events at UofT. We envision a platform that enhances communication and promotion of UofT club activities to the student community.

CHALLENGE

CHALLENGE
CHALLENGE

Clubs and event information at UofT are scattered across various channels.

PROPOSAL

PROPOSAL
PROPOSAL

Create a centralized platform for students to better engage in the student community through club and events.

TIMELINE

TIMELINE
TIMELINE

OCT -NOV , 2023

Role

Role
Role

User Researcher
Design Thinking
Wireframing
Protoyping

TOOLS

TOOLS
TOOLS

Figma
Miro
Balsamiq

TEAM

TEAM
TEAM

UI/UX designers

Secondary Research

Our secondary research provided insights on both event-planning and on-campus apps. Overall, these sources emphasized functionality, structured schedules, user-friendly interfaces and collaboration tools as important strategies.

Primary Research + Data Analysis

Using both quantitative and qualitative data collection, I conducted interviews and surveys as two primary research methods. The questions were formed based on my secondary research which focused on centralized platforms and ease of navigation.


The participants of the surveys and interviews generally consisted of 3rd to 4th year UofT students and the questions focused on wayfinding methods, satisfaction level, identification & communication methods.

Survey Data Analysis

Out of the 53 participants, only 37 were currently involved in an extracurricular event. The frequency tendency measures from our excel data indicate that students generally have a low confidence in their level of information about on-campus events.

Average Rating Received:

  • Social Media: 4.06

  • Word of Mouth: 3.82

  • Club Fairs: 2.79

  • Posters: 2.15

When asked to rate the four methods, social media was the most preferred while posters received the lowest rating.


We also found out that the most common motivation for participation were social gatherings and professional & career development outlining the main motivations for students which were:

Networking

Acquiring New Skills

Establishing connections

Interview Data Analysis


After collecting all of our interview data, we came together and organized all the outlined points into an Affinity Diagram. Summarizing the 25 interviews we’ve conducted, some main challenges noted were:

Inconsistent communication channels

Unappealing club promotion

Event disorganization

Scheduling conflicts

To conclude, our primary research supported findings in our secondary search and emphasized the importance of the digitalization of extracurricular information at UofT. From these secondary and primary findings, we were able to create our persona to empathize with our users.

User Persona

Nailah Networker

Goals

  • Meet new people from different backgrounds

  • Professional development

  • Career opportunities

Personal Info:


Age: 19-20


Work: BCom Student @ Uoft

Major: Management

Location: Across Campus

Needs

  • Access info in one place to see club data easily

  • Get club updates to stay on top of her Schedule

  • Learn about clubs’ past events to help her decide

  • Customize preferences to sort through info

Desires

Desires:

  • Networking

  • Transparent information of club info

  • More efficient/private networking experience

  • Meet new friends

Obstacles

Obstacles

  • Opportunities are not widely advertised

  • Too many conflicting club schedules

  • Too many irrelevant promotions

  • Research process is time consuming

  • Unsure if clubs fit her personality/ skills

Taking on Nailah’s perspective, the As-Is Scenario outlines the current journey for students to get involved in on-campus events.

With red dots as votes,

the main pain points outlined were:

Scattered info

Where do I see all the details?

Lack of personal fit

Does this club fit my interests and skills?

Obstacles in event follow-ups.

How to keep in touch?

Translating them into user needs, Nailah would want ways to:

  • Access information in one place (see all club data easily)

  • Get club updates (stay on top of her schedule)

  • Customize her club preferences (sort through information)

  • Understand clubs’ past events (decide if they are worthwhile)

Ideation

Based on Nailah’s pain points, we grouped all our ideas into the three categories of ‘Efficiency’, ‘Customization’ and ‘Feedback’.

After each of our five members placed our four votes for both impact (yellow) and feasibility (blue), we placed them on a prioritization grid.

From this grid, we can see that Club Updates and Discovery are our ‘no brainers’, and we’ve decided to pick one ‘Big Bet’: Communication channel, and one ‘Quick Wins’: Customize Event Schedule.

With these four main ideas in mind, we began our low-fi prototyping process.

Prototyping & Evaluation

After experimenting with rough sketches of the app interface, we’ve grouped them into three features for better navigational purposes. 

  • The ‘Discovery‘ feature will include a home page that provides a horizontal and vertical scroll of clubs and events. It will also incorperate a map page displaying interactive location pins for specific events.

  • The ‘Communication’ feature will allow students like Nailah to see their ‘saved clubs’ and ask questions or network with the organizers through a chat page.

  • Finally, the ‘Organization‘ feature will have a calendar that outlines the list of events Nailah has signed up for that day and offer details about the event once she taps on them.

Lean Evaluation

A Lean Evaluation was conducted to collect initial feedback of our sketches. The feedback from our Lean Evaluation suggested issues such as design inconsistency, unclear iconography and repetitive functions. As a result, we enlarged the icons and made sure they were consistent throughout the app by having standardized and recognizable visual representations.

A Lean Evaluation was conducted to collect initial feedback of our sketches. The feedback from our Lean Evaluation suggested issues such as design inconsistency, unclear iconography and repetitive functions. As a result, we enlarged the icons and made sure they were consistent throughout the app by having standardized and recognizable visual representations.

High-Fidelity Prototypes


As the term ended, I further developed our previous wireframes into high-fi prototypes in figma, addressing comments collected from our usability testing including:

  • intuitive icons

  • cutting down cluttered phrases

  • clear app interface

Discovery

Organization

Organization

Organization

Communication

Key Insights


Throughout our successful collaboration, I recognized the importance of consistent communication, and having an iterative mindset by constantly reviewing our previous work. Initiating constructive feedback and having varying opinions were also crucial because it was not only fun and exciting to hear about each others’ visions, but it was also what fueled our reflective and open-minded attitude towards improving our research methods and designs.

What to Improve


Due to some limiting factors such as time, we could only focus on one specific aspect of the user journey. To encompass a comprehensive understanding, it is important to also investigate the perspectives of the event organizers and school officials. In addition, further research need to be conducted related to some of the unintended consequences related to accessibility and inclusivity that could potentially arise.