ComePlay

For kids. By parents. An app designed to build a network of friends
within the community you live in.
Project prompt – Add a feature to an existing product
Project type – UX/UI, independent
My role – Research, UX, UI
Timeline – 4 weeks
Background
2020, 2021,2022,...(are we there yet?!) will go down in history as the zoom year. With schooling, activities and even playdates being online, ComePlay attempts to make connections amongst kids in the community. The app currently has a rough prototype in place but would benefit from being fully functional.
Objectives
- Allow users to create activities and allow for other parents to join the activity
- Enable users to search for other users/ friends (if profile is public) based on name, location, zipcode
- Seamlessly integrate features with existing means of searching and browsing
- Maintain ComePlay's visual guidelines and brand messaging throughout project
Design Process
I adapted IDEO's HCD approach to design for ComePlay: Hear, Create, and Deliver​​​​​​​.

Hear (Observation)
As with human centered design, the design process for ComePlay started with a good understanding of parents, and the needs that the design is intended to meet. The app aims to make it easier for parents to connect with each other and find their tribe. To celebrate the beauty of childhood and parenting without hiding behind a screen and make meaningful connections in person.
Being a parent myself, I was able to immerse myself in my users’ lives to gain a better understanding of who they are and what they seek in terms of connection, especially post pandemic isolation.
With a rough prototype in place, I asked parents to play around with it and asked questions to see things from their point of view.
I shortlisted my parent candidates based on various factors such as age, ethnicity, technological expertise, and current work (from home situation) to keep my sample inclusive.
Create (Ideation/ Rapid Prototyping)
Following the user interviews and observing the parents use the prototype at hand, I was able to reframe our questions, develop a persona , polish the user journey and identify potential usability flaws on each screen. Based off of this, I then designed the navigation and functionalities that would tackle the hurdles posed by the current design.
Deliver (Implementation)
With ideas (potential solutions) in place, I designed and developed a final prototype, tested the prototype on more users and iterated based on feedback received.
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My goal for the project was to ensures that the right content, features, and functionality are presented in the right place, at the right time, in the right way, providing optimum user experiences and effortless interaction.
Research
Research Goals
Understand more about parent profiles (working, younger siblings, special needs), kid profiles, what parents look for when scheduling play dates with unfamiliar kids/families. What tools they use to use to find new buddies and painpoints as well as useful features.
Research Methods
- Demographic Research to quantify how much parents like to be involved in kids’ activities
- User interviews to see and understand first hand pain points/ suggestions/ questions while using the designed app. What appeals to them and what does not

Interview Format
Interviews were conducted via zoom with 4 people who have young kids to discuss their experiences scheduling play dates, the criteria around it and the apps they currently use for interacting with other parents.
The second half of our discussion centered around past experiences using social networking apps to schedule playdates, parent apprehensions (pandemic or otherwise) around their kids playing with other children in the neighborhood and the likelihood of them using ComePlay.
Key findings
On social media usage and experiences
People use Facebook groups and Next door to explore happenings in the area without a specific agenda.
Users are more likely to join group classes when they see that friends/ neighbors in the community are attending the event.
Half of those interviewed preferred to schedule playdates based on mutual interests and gender.
Most of those interviewed expressed no desire to make new friends.
Define
Persona
'Technology has changed our parenting lives'
The Internet has increased our access to information. It has also made it easier for parents to connect with each other and find their tribe. While researching and interviewing parents for this case study, we were still knee deep in the pandemic. As alien as it sounded to build a community app that promoted getting out and meeting neighbors, (a lot of my parent samples were of the mindset that they were not yet ready to meet their neighbors (in person), let alone make new friends)
Lisa was not one of them. With Bay Area costs of living, both partners working full time and little kids to fend for, the virtual village was not cutting it for Lisa. She was ready to meet other parents outside (safely) and build a social network for her kids too.

Sitemap
Following the competitive analysis for ComePlay, we understand that parents are definitely always exploring different avenues of childcare whether online or in person. A careful study of these apps and the user journey gave me the clarity for the interaction between each page of the app.
My focus for the project was for the user to be able to join an activity and receive a confirmation, search for other users on the app and also clarify the 'create an event' button which most parents found confusing on the current app. All of these have been highlighted in red.

User Flow
The User Flow maps out the journey for the persona parent that was developed following the user interviews. It takes into account their hopes, likes and dislikes with regards to the app navigation and features.
This process involved thinking through every screen, choice, and action the user must take to do specific tasks within the app. Creating an event and Joining an event are the two most crucial user tasks. Based off of these tasks, I created a blue print for the app features and navigation.

Ideate
After gathering insight during 1:1 interviews I carefully considered the features and the current placement versus the feedback received from the users. Based off of this, I made rough sketches which would help me map it towards the lo fidelity wireframes.

Low fidelity prototype
Since my project entailed improving usability of an existing app, it made most sense to interview and observe my parent pool use the app. I asked them to download the app from the 'store', sign up/ log in and then join an activity and also create an activity. The interaction and design updates that you see in the lo fidelity prototype were specifically done after the observation and feedback received.



High fidelity prototype
The new interface is designed to motivate parents to use, return and recommend the app to friends and family. Day to day life can be mundane and monotonous, an app trying to promote cheer and ease of organizing playdates should be anything but that. With those thoughts and emotions at the forefront, the hi fidelity prototype was built.
Outcomes achieved
This was an ambitious first project given that it is with a Silicon Valley start up. From the get go, I knew that an app that called out to children, along with playfulness and safety, the visual appeal would need to be just as important as the interactions and I think I have managed to achieve that.
The desirable feature that most parents mentioned was redesign of activity cards. Important information displayed at a glance.
Secondly, confirmation when one has signed up for an activity.
And most importantly the ability to search on every page: contacts, neighbors, activities, etc
Looking back & moving forward
Designing on a crunch is hard but especially so when you want to deliver on all fronts for an app with a cause such as ComePlay. With isolation, social distancing and 'six feet away from one another' becoming the new normal, this app is designed to bring back some of the old normal.
Better apps spark livelier conversations. Conversations create bonds. Bonds create a community which is the epicenter of ComePlay.
Although, there were other features that I would have liked to incorporate, I understand that listening, observing and reflecting played a major role in the designs that I delivered.
Prioritization of tasks helped me stay accountable to my goals.
Starting my design journey with an internship at ComePlay was fitting as it is very representative of who I want to be as a designer: Improvise, create and connect.​​​​​​​