Project Social Inclusivity
HCI Design
Tools: Invision + Balsamiq + Microsoft Word + Powerpoint
August 2018 - December 2018
Human-Computer Interaction Design Course / Team Project
Overview
PROBLEM
It’s hard to socialize with other students on campus!
Students at Cornell University tend to have a hard time socializing with other students. Often this is due to academic strains that limit their social life, as well as the atmosphere of the college community that make space for socializing. Though students may build initial friend groups, these groups are often limited in their capacity. In particular, students within interest-based organizations such as sports teams, clubs, fraternities, or sororities tend to limit their social groups to peers within these spaces.
SOLUTION
CVENTS, the app for campus social events.
CVENTS is an event app where Cornell students can find social events happening on campus. These events will be organized with the goal of promoting an atmosphere of socialization and inclusivity. Students can search for events that may or may not align with their interests.
Methods:
Contextual Interviews, Affinity Diagramming, Storyboarding, Prototyping
Team :
Aidan Weed , Gaby Maurice , Grace Okunubi, Samuel Williams
Role
My role within this project was similar to all other team members. This including acting a facilitator for the interviews, participating in design ideation, and functioning as designer for all prototypes.
Design Process
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Project Context
Designing for Social Inclusivity
The goal of this project was to practice the principles of HCI design. We underwent the HCI design process from idea generation to final design during the course of a semester.
Initially, my team and I were tasked with designing for social impact. Specifically, the rubric of this project called for us to design for a problem that was relevant to our social group. As a result, we arrived at the focus on the social interactions on the Cornell University Campus.
We defined our problem as the following:
Many students have a hard time making friends on campus.
Academic strains may limit a student’s social life.
A student's friendships may be limited to their interest-based organizations (sports teams, clubs, fraternities, or sororities).
Upon conducting research through various generative methods we realized that the Cornell campus does not promote an atmosphere of forming connections whether it may be friendships or relationships. We hoped to create a space at Cornell where priority will be placed on interaction and socialization. This solution is CVENTS (Cornell Events), an app where Cornell students can post invitations to social events with the goal of fostering social inclusivity.
1. Generative Research
Following a brainstorming session, we decided our topic of focus should be social interactions at Cornell. We wanted to know how hard (or easy) it was for a student at Cornell to make connections. This may be making friends or forming a relationship with someone. To help us gauge these interactions we performed contextual interviews.
Background Research
COntextual INTERVIEWS
Understanding of the social lives of students on campus.
During these 25-45 minutes sessions, participants were asked various impersonal to personal question relating to their social lives. These questions were divided into various types: Culture at Cornell, Social Network Questions, and Dating Specific Questions.
Culture at Cornell- To gauge individual student’s experience on campus and their views on the atmosphere of socialization in the college campus.
Social Network Questions - To gauge how effective social media might be in fostering social interactions.
Dating Specific Questions - To gauge socialization beyond friendships and how the atmosphere on campus may affect relationships also.
Some sample questions included:
Culture at Cornell
Social Network Questions
Dating Specific Questions
DATA ANALYSIS
Following the interviews, we compiled all of the data and began to analyze and organize the data into groups for the affinity diagram. We came up with seven major clusters from the data.
Affinity diagrams
Demographics cluster - mainly made up of information about the user such as field of study, year, what Cornell community they identified the most with, and hometown.
The Personality cluster - a collection of unique answers that participants gave to questions we asked.
The Social Dynamics cluster - interviewees' opinion about inclusivity on Cornell campus, common responses in this cluster were that while it’s easy to meet people on campus, the campus is divided into little groups.
The dating cluster - grouped the responses about romantic relationships on campus, campus hookup culture, and whether or not people believed that it was possible to start a romantic relationship online.
Clubs/Organizations cluster - where a lot of the interviewees expressed the opinion that organizations with an audition or rush process made Cornell campus less inclusive.
The Friendships cluster - refers to how the interviewees maintain friendships on campus and which friendships they devote more time to and why.
2. Design Ideation
Using the data collected during the contextual interview as well as the clusters derived from the affinity diagram, we created a persona to define a target audience and their expectations.
Persona
Karen’s Personality
Outgoing African-American junior studying electrical and computer engineering
Hopes to work for a top software company when she graduates.
She has three close friends that are in the same major as her but wishes she was able to make friends outside of her major as well
Requirements for our solution
After we created our persona, we mapped out a list of requirements that our solution should have.
Allow users to establish who is already in their social circle
Easily meet people
Contact/connect with people they would like to build friendships or relationships with
Access social events across campus
Put what type of relationship they’re looking for on their profile
Have more access about clubs and organizations
Validate whether users are actual Cornell students or not (The app should have the support of Cornell administration and be only for Cornell students.)
Block anyone they had an uncomfortable interaction with
Have no constraints regarding messaging people.
Solution Space
After defining our persona, we performed an analysis on existing solutions that could aid in mitigating our focus problem. Some well know solutions that influence social interactions include:
Relationships
Apps like Tinder and Bumble target the problems of the difficulty in finding a partner by allowing people of various, backgrounds, races, sexual orientations and socioeconomic statuses have access to others looking for relationships on these dating apps.
Networking
Social Networks, on and offline like Facebook, Twitter, and Snapchat. They also exist as intangibles in real life, with people making connections and relationships through meeting in person.
Clubs and organizations like Greek Life, pre-professional organizations, and affinity groups are other ways to address loneliness.
In-person events also are a way for people to meet each other and increase their social networks.
Takeaways
While these solutions all can help increase someone’s social network, they all can contribute to social exclusivity. Certain organizations and clubs have audition, rush, or application processes can increase social exclusivity. Social networks are often hard to penetrate. Dating apps can have an implicit racial bias, and there is a fear of catfishing. It is also hard to ensure people actually attend events, and there are a number of Cornell students that don’t enjoy going out.
IDEA GENERATION
For this stage of the project each group member was responsible for coming up with 20 ideas of solutions that can be used to address our problem. During the following brainstorming session each member would share their best three solutions with the rest of the group.
Takeaways
After compiling all our ideas, we noted any overlapping concepts or features that may be represented in the final prototype. Through our idea generation sessions we came away with these final takeaways:
Our solution will be an event-based app
Users will be able to see Cornell events on the app
Users can filter events by interests and expectations.
Users will also have the opportunity to see who else is going to these events through a “guest list”.
These takeaways should accommodate many of the needs and wants of our persona.
DESIGN CONCEPT
We came up with four tasks for the design concept:
Finding Events
RSVPing to an event
Viewing attendee list
Creating a profile
We narrowed down our previous list of tasks to these four ideas because they were the most applicable to increasing social inclusivity on campus.
Scenario
From the tasks we selected, we created the scenario for our persona, Karen:
On a lonely Friday night, Karen decides to give the app a try. She downloads the app and creates a profile. After she creates a profile, she clicks the home button she searches for it in the search tool on top and clicks on the listing when it pops up. Karen is delighted to see that it’s an open Halloween Party she can attend near her dorm in Collegetown. She sees who else is going to the party and is pleased that there will be a lot of new faces at the party. She clicks the RSVP button and goes, has a great time, and then gives the host a five-star rating the next day.
STORYBOARDS
Karen searching for a party storyboard
Viewing attendees storyboard
Creating a Profile storyboard
3. Prototype and Evaluate
Low-Fidelity Paper Prototyping
Using facets of our persona, scenarios, and tasks, my team and I designed a paper prototype for our solution. We used this paper prototype and its accompanying UI sketches to perform various tasks that we have outlined in the previous module. This task represent usability from the perspective of our persona, Karen.
Create a profile screen
We used sticky notes to changed to us, defined by a user’s input.
Event listing screen
Demo
Evaluation
To test this prototype we recruited a new diverse group of three users to walk through the prototype. Based on this user feedback, we made some of the suggested changes to the prototype. These changes included:
Making the profile less extensive.
Increase the scope of the solution space to target loneliness.
One common response was that our solution many not necessarily affect social inclusivity. Therefore, we had to make necessary adjustments to make sure that our solution addresses this central issue.
Mid-fidelity Balsamiq Prototype




















After testing our UI sketches, we created a mid-fidelity prototype of our app using Balsamiq. The primary tasks that we created on our Balsamiq prototype included:
Allowing users to finding an event
Allowing users to create a profile
Allowing users to RSVP to an event
Allowing users to view attendees for an event.
Some design decisions that were made for the Balsamiq prototype were:
Clicking outside a text popup to exit instead of using a “back” button
Color contrasting the different event categories
Organizing all the events in boxes down the screen.
One change to this prototype derived from the low-fidelity feedback session was to include the option to “connect to facebook” on the startup page.
Evaluation
To evaluate this prototype, each group member did a heuristic evaluation of the features of this prototype. We defined which of these feature violated heuristics, and decided whether we would make changes based on the severity of the violation and time cost.
Some changes we made were :
Adding an option to edit profiles.
Adding confirmation pages.
Allow the user to cancel an RSVP.
Error prevention after certain actions.
High Fidelity Invision Prototype
Through our heuristic evaluations, we came up with a fair amount of different changes to the UI. Some of these changes include:
Minor tweaks including positioning on the screen and color changes
Changes to the nav bar and the removal of some required profile information.
There were a few cases where we needed to add additional buttons to allow different affordances.
On the profile tab, we added a button for the user to edit their profile.
We added + buttons on the attendee lists for parties to allow users to add people who were attending the party.
Usability Testing Plan
We then came up with a usability plan. For each task, we created an ideal happy path that the user would follow to complete each task, made the notetaking guide, came up with the metrics we would use which include social connectedness, effectiveness, think-out-loud method, efficiency, and emotional engagement.
We wrote out the happy path for each task, and then created post survey questions for each user as well.
Demo
Evaluation
For this phase, we implemented our usability testing plan and ran evaluation sessions with potential users of the app.
We had them perform five tasks that we specified in our plan, evaluating whether they were able to complete the tasks and how quickly. After they did each task, we asked them a few post questions about their thoughts on the specific task. Once they completed all the tasks, we asked them some more general questions about their thoughts on the prototype.
Findings
After we conducted our evaluations, we discussed them, created an excel spreadsheet with all of the design problems that came up during the process. We then evaluated those problems to decide which aspects of the prototype to modify for out final change, focusing on high impact changes with a low time cost.
We settled on three major change:
Improving the search functionality.
Changing the information architecture for the profile page.
Adding an Upcoming Events page.
Some minor changes include:
Standardizing the colors
Changing the font, redesigning the navigation bar
Adding a notification for the host when a user RSVPs
Adding an “Interested” button.
4. Final Design
Introducing…CVENTS,
the event app for Cornell students. Through our mission on advancing social inclusivity, CVENTS allows Cornell students and organizations to advertise their events on our platform. Cornell students will then be able to find and attend these various events. What makes this event app different from others is its policy for social inclusivity. Event organizers will be advised on building spaces where everyone feels welcomed, and where students are able to from meaningful connect with the others they meet.
Design rationale
The color palette for the app design conveys a subtle and relaxed atmosphere to the app. When a user logs onto the platform we wanted them to feel welcomed, being that the goal of the app is to promote inclusivity in all aspects of event-going. Users should also be able to better accomplish the various tasks outlined in the usability test from previous prototypes from the improved contrast and visual hierarchy of elements.
Color Palette