Semester Project
A virtual co-working space aimed at increasing office physical & mental health to maintain productivity.
During my fall 2021 UX Design course, we were tasked with solving one of the Royal Society of Arts’ problem statements.
This stems an issue of working from home environments. Fostering an imbalance of in-person interactions and an increased amount of unhealthy screen-time and low movement.
1To create a virtual collaborative space that felt like it was more than just a work environment.
2Incorporate creative styles from popular video-games such as Club Penguin, Minecraft, and Stardew Valley.
3Help improve the lives of work from home schedules through the use of Thrive.
UX/UI Design, UX Research, Prototype Implementation.
September to December 2021
Colman Tsang, Manjot Sihra, Isabelle Ly, Megan Oliver, Winnie Lin, Jiewen Li, Steven Poung.
First, we started with brainstorming how we would develop our research questions by utilizing idea prompts which included the following
Why Research?
Asking "why" allowed us to view the problem in a light that showed some assumptions that we had about the issue.
Viability
Understanding the viability enabled us to visualize the type of resources we need for the product to become developed and maintained.
Overall Impact
We predicted the impact that we would have with this app, by comparing it to similar products and seeking statistics on existing products.
Through secondary research, we found the working class in China had it the worst. The competitive nature and grueling work schedules, coupled together for a problem that we felt we needed to tackle.
We wanted to improve the hybrid work from home structure that was experienced due to the pandemic, and alleviate the stress during the workday. By offering distinct mental-health oriented features.
22 to 45 Years Old
Located in Urban China
Foster healthier connections with co-workers
Better work-life balance
Better communication
Overworked
Difficult to maintain relationships
Switching between multiple work tools
From our audience analysis and personas, we realized that we needed features for this product that helped bring together a community of frustrated workers.
V1.0 of Home Page
V1.0 of Chats
V1.0 of Login Screen
V1.0 of Profile Settings
If you’re the user Bo, and you want to move across the screen, how would you achieve this task?
“What is your initial thought of navigating through the app?
If you wanted to travel from the lobby to another room, how would you achieve this task?
Users were confused with the global map view of the homepage.
We decided to remove it.
A main office view was also added to replace the homepage, focusing more on a users local environment.
We added more local environment rooms.
More functionality was needed to make the chat useful for people in different teams.
We added more features for group chats.
V2.0 of Login Screen
V2.0 of Chats
V2.0 of Landing Dashboard
V1.0 of Office environments room
The overall changes to the product were aimed to improve the usefulness of the software, as findings from our interviews concluded that we needed more localization of one office before branching out to a community.
A design system and logo was developed to keep styling consistent between different screens. Although it was not a very in-depth system due to time restrictions, we still utilized this tool effectively for all of our screens.
The landing page was the first point of contact for our product. The main purpose was to showcase all of the features of the app.
Immersive spaces was an area that your character could explore into and “work” in.
Health reminders was our way of introducing physical and mental health breaks throughout a workday.
Customization was our approach to bringing a bit of fun to this app, offering a sims-like customizing.
This was an important aspect to prototype, as often enterprise apps have confusing logins. QR codes were included as a form of login, as the Chinese market utilizes this technology a lot.
This was the first screen a returning user would see when logging in. It outlines all spaces available in their office and they would be able to hop into them to work or relax.
Having a settings page to customize your character and other settings was crucial as often time, enterprise apps had many external plugins.
The break room was a room that users could use to signify that they were taking a break virtually, with built-in activities.
The private office is a room that each user would have, and could invite other users to collaborate or work alone in.
Due to the time constraints, we couldn’t build out all of the rooms, however the idea of this app was that there’s modularity to include whatever rooms a company would like to add.
Explore the application for yourself! Test out some of the features that you just read about.
Overall, I was ecstatic at the work that me and my group produced. Our final product turned out to be better than expected. However, I do wish that we had more time so that more features could have been implemented. This project has also taught me that complex Figma animations can be fun if done correctly.
Complex Figma animationsSome functions that had to do with the map and chatting features required more in-depth Figma animations that had nested animations within each action. This required me to learn more in-depth about Figma and it's nested functionalities. This got me particularly familiar with states and frames on different objects.
Hold precise meetingsOften during group meetings, there was not much productivity as we had no solid plan on what to do. Having a clear vision and goal will help turn these meetings more productive as it would've been useful to actually do the task, rather than talking about doing the task.