Overview
SparkMate is a project inspired by the UN’s Sustainable Development Goal 3: Good Health and Wellbeing, tackling loneliness among university students and its impact on their wellbeing, sense of belonging, and social experiences. It integrates a mobile app for managing social connections with a wearable bracelet that facilitates in-person engagement at university events. I contributed to research, user interviews, focus groups, and UI design to deliver a user-friendly and meaningful solution.
Role
Product Designer
Video Editor
Web Designer
Tools
Figma
Framer
Premiere Pro
After Effects
Team
My Nguyen
+ 3 team members
Duration
Aug - Nov 2024
Achievements
SparkMate was shortlisted for the University of Sydney Architecture, Design and Planning Industry Award.
Problem
Many university students struggle to build friendships due to unfamiliarity and social exclusion in new social settings, leading to increased loneliness and disconnection. Despite existing university-led initiatives, students feel personally responsible for building connections to reduce loneliness while valuing common interests and in-person interactions for lasting relationships.
process
secondary research
Loneliness, defined by a lack of social connection and belonging, poses serious health risks and is especially common among first-year university students and international students. Many face challenges adjusting to new environments, building relationships, and being away from close support systems like family and friends. This significantly increases feelings of isolation and reduces social support. The numbers are concerning:
60%
of students experience isolation at some point during their studies.
(Beutal, 2016)
First years are
2.76x
more prone to loneliness than senior students.
(Zahedi et al., 2022)
42%
with severe loneliness experiencing suicidal ideation.
(Beutal, 2017)
Loneliness doesn’t just take a toll on mental health, it can also hurt academic performance, lower graduation rates, and limit future job opportunities. By addressing this issue, we can help create a more supportive environment, improving both the wellbeing and overall experience of university students.
market research
The 3 “lacks” in existing solutions: hybrid model, ongoing support, accessibility with high-engagement
To explore how the market is tackling this problem, I dove into an analysis of seven competitors, from university initiatives to popular apps. By mapping their positions based on interaction type (in-person vs digital) and platform focus (socialisation vs activity-based), I uncovered their strengths and weaknesses. This deep dive provided valuable insights and uncovered strategic opportunities to stand out.
Three key gaps emerged:
Lack of hybrid models for both activities & socialisation
Current solutions focus on either activities or socialisation, but not both. A balanced hybrid model could foster deeper, more flexible connections
Lack of ongoing support for contact beyond introduction
Platforms like Umii and Bumble For Friends help users meet but don’t support long-term engagement, leaving connections to fade over time.
Low effort + high accessibility vs high engagement + low accessibility
Digital platforms are accessible but lead to shallow connections, while in-person programs are engaging but limited in availability.
primary research
The current social experiences and what university students are looking for
To understand the social lives of university students, their challenges, needs, and what they’re really looking for, we combined surveys, interviews, and focus groups. Analysing the results with an affinity diagram helped us uncover four key insights. These insights became the foundation for our problem statement, driving our design decisions in the right direction.
01
Social Perception
Perception of unfamiliarity and exclusion in new settings discourages individuals from initiating friendships.
02
Personal Responsibility
Students feel personally responsible for being proactive in building connections regardless of current university-led initiatives.
03
In-person & Shared Group Activities
In-person interactions and shared activities in group settings are effective in fostering meaningful connections.
04
Compatibility in Synergies & Interests
Students consider matching synergies and common interests to be strong indicators of long-lasting friendships.
Opportunity
How might we create strategies that support students at every stage of connection-building, from initial transition to sustained engagement, through meaningful and interest-based activities to foster lasting friendships?
personas
Meet our users: Mimi and Aaron
To capture the common experiences of university students, we created two personas. Mimi is a first-year international student who struggles with shyness and meeting new people due to cultural differences and language barriers. On the other hand, Aaron is a final-year student who finds it challenging to maintain friendships because of his demanding schedule. These personas helped us understand the diverse needs of our users and design with empathy.
ideatE
The challenge of finding the best-fitted concept
Our search for the right concept was not without its hurdles. Miscommunication and misunderstandings of the brief led us through several iterations.
Initially, our concepts focused on one-on-one interactions, including a matching system to assess user compatibility and location identification features. However, these ideas raised significant privacy and safety concerns.
Concept 1:
Concept 2:
With feedback from our tutor and peers, we revisited our approach and shifted to an event-based concept to address these risks. This new direction focused on promoting and facilitating shared experiences through university events. By encouraging group-based interactions and on-campus activities, our solution better aligned with user preferences, as our research revealed that students feel more comfortable building connections through shared activities rather than direct conversations.
Concept 3:
So, why bracelet?
Portability & convenience
The bracelet is lightweight and easy to wear, making it ideal for students who are always on the go.
Visibility
Wearing the bracelet makes it easy for others to see that you’re open to connecting, especially at large events.
Symbolic meaning
The bracelet serves as a modern version of friendship bracelets, which adds a symbolic layer to each new connection and fosters a sense of belonging.
iteration I: wireframes
Establishing the foundation for layout and flow
Guided by our concept changes, we created wireframes for Sparkmate to establish a clear layout and flow for each feature, preparing for user testing. We carefully structured essential components, such as navigation and content hierarchy, to guide users' attention to key information. Interactive elements were also incorporated to simulate functionality, making it easier for users to understand and engage with the design during testing. Below are some key screens for each feature:
To emulate the real bracelet, we used LED armbands that light up when a button is pressed. The bracelet interface and its interactions were replicated using custom-made stickers, providing a realistic representation of the design and functionality.
Usability testing I
Disconnectedness between the bracelet and the app and unclear functionality of Group Request
We evaluated the usability of our prototype through a mixed-method approach, including think-aloud protocols, cognitive walkthroughs, interviews, and SUS assessments for each feature. Familiar features like Profile & Onboarding scored positively on usability. However, unfamiliar and novel features, such as Group Request and My Events, required clearer explanations and improved visuals to help users better understand their functionality.
Users felt the bracelet was loosely integrated with the app, making the app appear more central to fostering connections. Unclear instructions and the lack of a seamless connection between the two left many users confused about the bracelet’s functionality, contributing to a sense of disconnection within the system. These findings emphasised the need for stronger integration and clearer communication of the bracelet’s role to create a cohesive and intuitive experience.
ITeration ii: Hi-fi prototype
Improving error prevention and flow clarity for Group Request
Enhancing visibility of system status and recognition for the bracelet appearance
3D modelling the bracelet with additional features to facilitate social interactions at events
Usability testing iI
Usability and aesthetics improved, but further visual refinements remained needed
We conducted usability tests on our high-fidelity prototype using a moderated in-person approach with think-aloud protocols, interviews, and SUS evaluations involving five users. This allowed us to gather reliable results and observe realistic user reactions to Sparkmate's intuitiveness and usefulness in building friendships.
86.5
SUS Score
The results showed excellent usability, confirming that the changes improved the interface's intuitiveness and learnability. However, some visual refinements are still required to further enhance the overall experience.
Strengths vs Weaknesses
Simple and intuitive functionality
Unclear purpose of some UI elements
Coherent aesthetics
Personalisation
Features motivating users to expand their social circle
Group request confusion
Achievement encourages memory and friendship recording
Navigation challenges
ITeration iii: Hi-fi prototype
Resolving confusion around terminology for Event Registration
Improving visibility and content navigation with enhanced tabs and buttons
Next Steps
Expanded Campus Testing: Conduct usability testing across diverse university campuses to refine features and better address student needs.
Enhanced Personalisation: Introduce customisation options for group bracelet designs, especially for the frequent friend groups.
Accessibility Upgrades: Implement features like custom haptic patterns for group recognition and voice commands to ensure inclusivity.
Success Metrics
If Sparkmate was to get developers on-board, we would look at the following key success metrics:
User Engagement
Active users and retention rates over a semester.
Event participation and average connections made per user.
Social Impact
Reduction in loneliness (via pre- and post-use surveys).
Sustained connections and group activity levels.
Platform Effectiveness
Usage of features like Group Requests and Icebreakers.
User feedback on app ease of use and satisfaction.
Inclusivity
Effectiveness of accessibility features like haptic patterns and voice commands.
What I learned…
The importance of communication: While working on this project, miscommunication and conflicting schedules caused a lot of misunderstandings within the team. Each of us had a different idea about the features and how they should work, which led to inconsistent designs and user flows. I learned that clear and consistent communication is key to avoiding these issues. In the future, I’ll make sure to have regular check-ins to keep everyone aligned, and always summarise key points at the end of meetings to prevent confusion.
The value of documentation: One of the main challenges during the project was the lack of proper documentation. Although we had productive discussions in meetings, very few notes were taken, which meant we had no record to refer back to when issues came up again. This taught me how important it is to document decisions and keep everything organised. Moving forward, I’ll prioritise assigning a dedicated notetaker during meetings by delegating tasks and ensuring everyone agrees on their responsibilities.
Broadening my perspective: This project also pushed me to think beyond design and consider the product’s business side. I reflected on its feasibility, scalability, production costs, and how universities could implement it effectively. It helped me see the importance of designing with both users and practical realities in mind. Next time, I’ll consider business factors earlier in the process, seek input from stakeholders, and make sure the design brief includes feasibility and scalability to create solutions that are both effective and realistic.