Ami App Case Study
About Ami App
Ami–a social platform for students to interact remotely with classmates and to connect with other learning groups in educational systems.
Because students experience stress, anxiety, and isolation, I explored how I could improve student life, academic focus, and mental health. This app intends to help users be optimistic and stay positive, especially despite the negative effects of the COVID-19 pandemic.
Overview
My Role
Since this is a solo project, I performed all project roles, from research to the development of a high-fidelity prototype.
User Research and Analysis
Product Strategy
Persona Creation
MVP Definition
Information Architecture
Wireframes
User Interface Design and Prototyping
Usability Testing
Deliverables
An interactive mobile app
Secondary Research
Primary Research
Information Architecture
Wireframe
Prototypes
Usability Tests
The Process
I used the Double Diamond Model to develop the Ami app. I maintained a human-centered approach by focusing on users and their needs at each phase of the design process.
Research and Problem Definition
Secondary Research
Concerning Issue: Anxiety in college students prior to the pandemic
Photo by Siora Photography on Unsplash
Anxiety in college is very common. According to the American College Health Association, a survey conducted in 2018 found 25.9 percent and 31.9 percent of college students reported anxiety and stress, respectively. 16.9 percent of students reported experiencing depression, and 63.2 percent felt very lonely.
The stress level in college students during the pandemic
Figure 1: Mental health in college student
By the Centers for Disease Control and Prevention
According to new research from the Centers for Disease Control and Prevention (CDC), in a survey of 5,400 college students, about 41 percent reported at least one negative mental health issue, such as anxiety or depression. One in four college students aged 18 to 24 seriously contemplated suicide in June 2020. (Figure 1)
Cell phone use in college students
Figure 2: Study about cell phone use in college students, according to the HealthDay News, The US News
75% of respondents said they sent emails or checked the time
70% used social media during class time
40% surfed the Internet
10% played games
60% of college students admitted they might be addicted to their cell phone
Primary Research
Interview Findings
I conducted interviews with 6 students through a 30-minute video call using Zoom. After conducting the interviews, I learned and gained much information about users’ pain points, goals, and insights. From the information I gathered, I found patterns and dominant topics that students were experiencing.
Insights / Themes
Social media's role in students’ perspective
When COVID–19 started, what issues arose at home with students
The challenges of remote learning
The need for group study/peers
Stress concerns/ causes of stress
After learning students’ issues, I created a research plan to gather information about students’ needs, frustrations, and challenges. I then conducted a screening survey to choose participants for interviews. There were 41 respondents.
Empathy Maps
Based on the interview notes, I developed empathy maps. The maps organized the pain and gain points, user thoughts, feelings, and behaviors [what they say, and how they do things].
Empathy Map 1 | Positive
Empathy Map 2 | Denial
Personas
I defined two types of personalities; one is optimistic and the other is more of a pessimist: Oscar Optimistic and Grace Gloomy
Oscar Optimistic – Positive character
Grace Gloomy - Denial Character
Design Exploration
“How might we” statement
“How might we create a social platform for students to remotely interact with classmates and campus resources for emotional support?”
Concept - Key Ideas
After creating user stories, I created a sitemap for the app. Based on the interviews with students, I learned that students spend a lot of time using mobile phones, so I decided to create a mobile app.
At this phase, I wanted to create a social platform for students to :
Connect with other classmates
Communicate with each other through the app, avoid distractions from using other apps
Build networks and stay connected
Access news and updates about campus
Ideation - Sketches
Sitemap
User Flows
I created user flows to dive deeper into important levels of the application. These are critical routes that play an important role in the application and that will be used the most.
I mapped out how students attend virtual events and networking opportunities, connect and interact with classmates to form study groups, and support each other emotionally.
This is one of the red routes of students who need to interact, study, and build networking:
Sketches
After I created sketches to show what the application should look like on a phone screen, I then conducted Guerrilla Usability tests of the main sketches to see what areas I needed to improve on. I tested the main functionalities of the app. My goal was to learn how smooth the students' interactions would be when using the app and how students behaved toward my solution. I asked my participants to think out-loud in each task they performed. I recruited five interviewees from San Jose State University.
Wireframing
Sequence 01
Students join an event on campus and stay connected
Sequence 02
Emotional support between students - chat with a favorite friend, join to watch a movie and share a story with other classmates
Visual Design
Moodboard
Style Guide
Logo
I named the app ami; it is a French word that means a buddy, a friend. I wanted to emphasize the app as a metaphor for a friend. I modified it from the Futura typeface; I like the geometric shapes of its typeface.
Prototyping and Usability Testing
Prototypes
Before usability testing
Usability Tests
I conducted two rounds of usability tests. There were five participants in each round, and I used remote moderation test methods. In-person tests were eliminated. All tests were conducted over video calls.
After the test, there were features that needed to be revised, such as navigation, signifier, and system status. For instance, I needed to provide a label for an icon that I assumed the user would know. Another important observation was that users needed confirmation when they performed a task.
Added an “Attend Event” button
Named icons and changed text, colors
Created contrast for the interface
Added additional screen, inform users about the app status
Give users ability to customize the personal message
Final Design
One of the routes - Student Interaction
Link to Prototype
Conclusion - Lessons Learned
The overall impression was positive, and students experienced a sense of community from the application. They enjoyed the fact that it gave them chances to interact and get to know each other in a way that didn't feel awkward. They also liked the entertainment aspect and having a friend to be there for them always. Most importantly, the application helped them stay connected to their educational community, and it allowed students to be less distracted by using other social media platforms to communicate.
The entire process of designing the application taught me how important interviewing and testing are. It was essential to ask the right questions during those phases. Moreover, I appreciated the usability test process; it helped me learn what works and what doesn't. It was crucial because sometimes users didn’t say what they thought, and they didn’t know what they wanted.