Swipe Socials is all about ramping up mental health by reigniting forming healthy and strong friendship bonds. In this digital age where face-to-face hangs are often swapped for screens, I aim to encourage and promote need for meaningful IRL connections.
Motivated by the deep impact of mental health our youth struggles with today, I decided to design an app that encourages users to kickstart fun activities and heart-to-hearts with their existing friends.
This project was part of a university assessment, and was given the whole semester to complete from start to finish. I conducted user research, made user journey maps, prototypes, advertising videos and more.
The problem Swipe Socials addresses is the decline in meaningful, face-to-face interactions among young people, which negatively impacts mental health. Digital communication often replaces in-person connections, leaving many feeling isolated and disconnected.
My goal with Swipe Socials is to encourage meaningful, in-person connections that strengthen friendships and improve mental well-being. By making it easy and fun to initiate real-life activities, the app aims to help users build stronger, healthier social bonds in a way that supports their mental health.
My role in creating Swipe Socials was comprehensive—I handled every aspect of the process from start to finish. This included researching and defining the concept, designing the user interface and experience, prototyping the app, and conducting testing to refine its functionality.
Through my initial research, I discovered that about 49% of teens prefer texting, and only around 20% of the friends they talk to online are people they hang out with in person. This was particularly shocking to me, given that these were post-COVID statistics, highlighting how the population had grown accustomed to being inside and isolated. This shift has contributed to a spike in mental health, with around 24% of the general population experiencing mental health struggles. I also analysed similar apps like Tinder and Bumble, noting key features that inspire engagement. For instance, Tinder's iconic swipe feature is highly addictive and satisfying for users, while Bumble stands out by offering diverse options for connections, from finding a partner to forming new friendships. These insights informed my design choices and helped me tailor the app to encourage meaningful, real-life connections.
Decline in In-Person Interactions: With 49% of teens preferring texting over face-to-face communication, meaningful in-person connections have become rare, leading to social isolation and weakened friendships.
Mental Health Spike: The post-COVID shift toward digital communication has contributed to a rise in mental health struggles, with 24% of the general population experiencing mental health challenges due to a lack of real-life social support.
Addictive, but Shallow Digital Interactions: While apps like Tinder offer engaging features like the swipe function, they focus on short-term, superficial connections rather than fostering deeper, meaningful friendships.
Limited Friend-Finding Options: Existing apps cater mainly to romantic connections, leaving a gap for users looking to build platonic, supportive friendships or find fun activities with existing friends.
Post-COVID, digital communication has led to fewer in-person interactions, contributing to social isolation and mental health issues. With many teens preferring texting over meeting in person, there’s a clear need for a platform that encourages real-life connections and promotes mental well-being, something current apps don't fully address.
The Swipe Socials user journey shows how the app transforms planning meetups. Before using it, users face delays and frustration with back-and-forth communication. With Swipe Socials, users get notifications, swipe through activity ideas, and quickly finalise plans, making connecting with friends easy and stress-free.
Sketching paper wireframes for my app was incredibly insightful. It guided me in defining the overall style I envisioned and clarifying the placement of key information. This hands-on approach allowed me to experiment freely and establish a solid foundation for the app’s design.
Next, I transitioned to digital wireframes, adding colour and refining the details. I also drew links to map out how buttons navigate between pages, bringing the app's structure to life.
After completing the wireframes, I advanced to creating low-fidelity prototypes in Figma, turning my sketches into functional designs. I connected basic buttons to simulate navigation, allowing me to explore the app's flow and user interactions. This step was invaluable in identifying areas that needed adjustments and ensuring the layout felt intuitive before moving on to higher-fidelity designs.
During the testing stage, users interacted with my low-fidelity prototype to identify areas for improvement. I carefully documented their feedback, along with any observations I made regarding navigation and user flow as I watched them explore the app.
Adding this feature enhances accessibility, ensuring users can quickly view updates or alerts without navigating away, improving the overall user experience.
User testing revealed the need for a dedicated home button in addition to the logo. This addition makes navigation more intuitive, ensuring users can easily return to the main page without confusion or extra effort.
User testing highlighted the value of a drag-and-drop map option. This feature provides users with greater control and flexibility when navigating or customizing their map view, enhancing both usability and engagement.
During user testing, I found that offering too many activity options overwhelmed users. Simplifying the choices creates a cleaner interface and allows users to focus on the most relevant options, improving overall usability.
Creating the mock-ups was the final step where everything came together. After user testing, I fine-tuned all the details, connected every page, and incorporated minor elements that enhanced the overall design. This phase solidified the app's flow and visual coherence, bringing the project to life. I also created some eye-catching photos using screenshots from the app, showcasing its features in a visually appealing way.
Finally, everything was complete! I finished and published my high-fidelity prototype on Figma, and I couldn’t be more proud of how it turned out. It’s a culmination of all the hard work, feedback, and iterations, and I’m excited to see it come to life.
Colour Contrast and Text Size: Use high colour contrast between text and background to ensure readability for users with low vision. Additionally, I included a 'Contact Us' page to ensure if there are any issues the user can notify us.
A Simple Layout: Improves accessibility by reducing distractions, making it easier for users, especially those with cognitive impairments, to focus on key elements and navigate the app without confusion.
Accessible Swipe Gestures: Provide alternative navigation options for users who may find swipe gestures difficult. This includes buttons to navigate through activities, ensuring the app remains usable for those with motor impairments.
The impact of Swipe Socials lies in its ability to simplify decision-making and foster social connections. By offering a quick, engaging way to discover activities, the app encourages users to step out of their routine and try new things with friends, creating memorable experiences and promoting social engagement.
Through developing Swipe Socials, I learned the importance of user-centred design and how crucial it is to iterate based on feedback. I gained valuable insights into balancing simplicity with functionality, ensuring the app is intuitive while still offering enough variety to keep users engaged. The process taught me how to refine my designs and adapt to user needs effectively.
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