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Sociable Challenge Platform

How do we encourage members to go out and seek new experiences?

Timeline: 5 Days

Platform: iOS 

My Role: UX Designer


Quest for the best was a 5 day google design sprint as a UX student at Lambda School. My role as UX Designer/UX Researcher to build a usable and simple prototype. 

What seems to be the problem?

There is a need to remove the pain of exploring new places without wasting time and money. People need to get out of their comfort zone and explore a variety of life events.


Not many people are going out of their way to add variety into their lives. Client wants to promote finding interesting experiences collectively as a group. Create a challenging platform and allow the users to discover new quests and share them with the community.

So, What's the plan?

Well, It was crucial to assign the right amount of time to each task so that I would be able to gain more time. With the clock ticking I set up my Trello board dived right in to it.

Basically pick and choose the steps that would best solve the problem in 5 days. I conducted all interviews and the 'How Might We's' the Friday before the sprint to get a good understanding of the business goals and objectives.



Day 2


Day 1




Day 3


Day 4




Day 5

Lightning Demo's

4 Step Sketch

Hi fidelity Designs


Usability Test

Final Touches

Live Demo

Set the stage


How Might We's?



Preference Test



Set the stage/Map

Explore and research different ways a poll app can function .


Created lightning demos for 3 exiting applications.

Purple combines the calm stability of blue and the fierce energy of red.

The more relaxed a user is, the more they would likely to remember the details of past experiences and share it with the community.


Important for people to check reviews and leave feedback before trying it out products. 

The more relaxed a user is, the more they would likely to remember the details of past experiences.



Initial Ideas & Sketch

I started to think through the structure of screens. I used pencil/paper and whimsical to sketch (Crazy 8's) possible ideas. After I picked the best designs for each features I used Sketch to create low-fidelity mockups to iterate through the design process to find the best solution.

Q4B Step 2.jpg

Refining Ideas

Wireframes is my favorite part, This is the part where the ideas from sketching got more refined and moved a step closer to the finer details of a user interface for location chat.


I used Sketch to build the skeleton of the application. My goal was to focus on figuring out the layout and content placement, and solving navigation and functionality issues in a more simple and easy to use way.

Q4B Wireframe.jpg



Setting the direction

In order to figure out what it will take for a user to complete a specific task on this location chat I created a visualization of each step. The user flow documented user interaction points and communicated the design process effectively with stakeholders and developers.


When presenting the user flow to the team, I focused more on the experience and the needs of the user to support the features and the functionalities of the application.

Q4B User Flow.jpg

Deciding the final touches

According to the study of color psychology purple is Associated with wisdom, independence and mystery. It fit perfectly with the concept of seeking quests and challenges of trying out new experiences.


Physically, purple can have calming effects over the mind and nerves leading to an accurate rating of a past experience. It would remove any overwhelming effects of using a new app and deliver quality reviews of user experiences.

Q4B Color.jpg

Purple would remove any overwhelming effects of using a new app and deliver quality reviews of user experiences.



En route to happy users

During testing, I went through several different design concepts that ultimately did not completely satisfy the user needs. The rating experience concept that I prototyped caused the user to rate the experience inaccurately. I saw that multiple choice with just text influenced the user to give negative feedback. 


I ran the same test with the use of emojis and sliders, The feedback was positive one and users were able to think back a time where they went to a good restaurant and gave the feedback necessary for the quest results to get logged in the dashboard. According to my research Clifford Nass said human remembers the bad experiences more.




How the final solutions affected users?

Design is worth a thousand words and I wanted to know what those were! So I had users test out the high-fidelity prototype and tell me exactly what their thoughts were.


It is easy to think of a bad experience and give review, However the final designs documented best experiences which will help solve the problem of making people get out of the comfort zone and try out

CS Hero.png

Key Takeaways






I learned that if people will be overwhelmed by the design of the application, it will result in an inaccurate feedback in polls, which is the bread and butter of the app.


This project had its own set of challenges but a few were to creating the most effective way of rating the experience was crucial to ensure that the feedback was accurate.



The same emotions had to be recreated to reflect the actual experience.

The whole project was a huge learning experience from design thinking, iterating and testing the improved designs.



This process helped take the ambiguity out of the designs, and it felt good to produce a design that user will actually enjoy using.

Thanks for visiting, please check out more of my work!

Interactive Location Chat
Wimpy's Nautical Design
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