UI / UX

SuperHunt Case Study

Creating digital products that provide meaningful and relevant experiences to your users. UX should be efficient and fun.

Mate-Com - Your virtual companion

Introduction

Mate-Com is a concept app to help socially isolated people, who feel lonely and depressed, have meaningful and human-like interactions with virtual companions through chat and call. Using the app they can share their feelings and thoughts and feel good about themselves again. The app offers a subscription-based service providing companionship to the users. The service is powered by an innovative conversational Artificial Intelligence (AI).

Mate-Com case study

mate-com project problem

Problem

The target audience

of Mate-Com are socially isolated people due to their seniority, lack of social

skills or immobility due to their disabilities. Also people living alone and confined

in their homes because of the pandemic lockdown belong to the target group. Because

of their isolation and lack of interactions with other people they feel lonely and sometimes depressed.

mate-com project goals

Project Goals

The app’s goal is to help socially isolated

people who feel lonely and depressed to have chats and video calls with a

human-like digital companion to share their thoughts and feelings with and feel better about themselves.

mate-com project my role

My Role

In this project I tool ownership of the app’s design from concept to delivery, together with other members of my team. My responsibilities in the project included: user research, ideation, wireframing, prototyping, usability studies, iterations and creation of the final hi-fidelity prototype.

Process

Research

Interviews

Questions

Key findings

Ideation

Brainstorming

Low-fidality wireframes

User flow

Design

Colors

Typography

Visual elements

Prototypes

Testing

Feedback

Things to consider

Final

Design

Iterations

Lessons learned

Research

Qualitative Research

We conducted interviews with our target users. We then narrowed down  what we learned into actionable requirements. From the insights we identified the major pain points our users were experiencing. Before we started the research we had a set of assumptions about the user groups and their needs. However these assumptions changed during the research as we spoke to our potential users in real life.

Mate-com research

Pain Points

  • The users felt anxious about starting a conversation with a virtual companion.
  • The users do not speak of the app in a confident tone.      
  • The users were confused about whether the app is completely free to use.     
  • Users wanted to see the history of their conversation with the virtual companions in the app.

Persona's

Mate-Com persona

Storyboard

Userflow

Mate-Com User Flow

Wireframes

Final Design

Here is the final prototype. Users can select a virtual mate from the carousel and see the details of the virtual companion (VC). On the VC info screen they can see an introduction video where the VC introduces herself. This is to make the users more comfortable before they initiate the call. The users can then either start a chat or call with the VC. They can also create a customized VC with their own preferences or add VC's they like to their favorites.

Leasons Learned

In the process of the app’s design I realized there is more to offer people someone to talk to. The research showed that the first time users were apprehensive of initiating the first contact with a virtual companion. They did not what to expect and were hesitant to start a conversation. Also the feedback we received during multiple usability studies helped iterate the design in the right direction. This feedback was invaluable to our design efforts. I also learned a lot from my team and had their support in finalizing the project. Without them this project would have been impossible. Moving forward I am planning to improve on the design conducting a new round of usability studies.