Self-initiated · Mobile · Campus · 2020

GROOP — Social Discovery on Campus

On-campus social discovery for student-run events that don't make it to the official bulletin board — pickup games, study sessions, last-minute coffees, dorm parties.

Role
Designer
(Self-initiated)
Timeline
Spring 2020
Team
Solo
Tools
Figma · Principle
Section 01

Overview

GROOP brings every kind of on‑campus interaction — class messages, office hours, club events, dorm meetups — into a single app. The brand metaphor: one water drop is a student, many drops grouped together are a community.

Section 02

The Challenge

Campus communities run on too many disconnected tools. Students and faculty waste time bouncing between apps to find peers, schedule, and join events — there's no platform that unifies contact, calendar, and discovery.

Problem Statement — students using multiple apps causes complicated communication
Section 03

Process

A 5‑phase journey from research to development: 13 interviews + 94 surveys across Parsons and CMU; two personas (student + faculty); a Game‑Changer journey map; and three workflow scenarios that became the product's spine — appointments, joining events, creating events.

The Progress — 5-phase roadmap: Research, Define, Analysis, Prototyping, Visual Design User Research — 13 interviews and 94 surveys with students and faculty Persona #1 Amy — student persona with challenges and goals Persona #2 Brian — faculty persona with challenges and goals User Journey Map — Game-Changer journey across discovery, registration, onboarding, sharing Design Goal — Campus students and faculties facilitate on-campus interaction in one-stop solution Workflow — three before/after scenarios: appointment, join-event, create-event
Section 04

Final Design

From information architecture and sitemap to mid‑fi wireframes, brand system, and hi‑fi visual design — everything mapped back to the three core workflows and the water‑drop metaphor.

Information Architecture — 6 modules: Notifications, Create event, Search, Message, Account, Support Internal Walkthrough & Design Validation — think-aloud testing + A/B test results Brand Design #1 — App metaphor: water drops grouping students together Brand Design #2 — Design Elements: typography, color, buttons, icons Visual Design #1 — Log-in page with SSO Visual Design #2 — Map for events near me Visual Design #3 — Course Events flow Visual Design — Pop-up Event, Messages, Filter, Search final screens
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