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CLIENT

University of Waterloo, Capstone Project

DATE

2021

SERVICES

Product Design, UX, UI, Visual Design, Business Analysis

TEAM

Ariane Compton, Celina Nguyen, Ken Namgung, Michelle Lee

KINDR Games

ABOUT

KINDR is an online, lifestyle game platform that aims to inspire genuine connection and meaningful conversations. With question packs exploring different relationships and exciting mini games, KINDR is the new centralized space for people to connect and hang out virtually in an immersive experience.

LINKS

—— 01 THE CHALLENGE

Good Health and Well Being

For this capstone project we were assigned to create a viable, digital product solution for one of the UN Sustainable Development Goals; specifically, "Good Health & Well-Being". The goal is to ensure healthy lives and promote well-being for all at all ages.

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—— 02 INITIAL RESEARCH

How might we foster genuine connection amongst people to improve relationships, and overcome isolation and ease related anxiety?

We wanted to focus on mental health, specifically looking into isolation and anxiety as this was becoming an increasing and persistent matter due to COVID. There were many articles on mental health in correlation to relationships.

Even prior to the pandemic, ‘according to a 2018 survey, loneliness levels reached an all-time high, with nearly forty percent of survey participants reported they feel that their relationships are not meaningful and that they feel isolated. Such numbers are alarming because of the physical and mental health risks associated with loneliness (link)’. Being socially connected to others can ease stress, anxiety, depression, and provide true comfort.

In today’s world, many of us rely on social media platforms to interact with each other, but has it’s limit before it also becomes a negative experience for our well being (link). Key ways to maintain a healthy relationship include giving time for your loved ones, being attentive to their needs, actively listen to what others say, and avoid passing judgement. In turn, be listened to, share your feelings honestly, and welcome support from others (link).

The strength of our connections has a huge impact on our health and well being. With the limits of the lockdowns, this leads us to ask: how might we foster genuine connection amongst people to improve relationships, and overcome isolation and ease related anxiety?

—— 03 INITAL PRODUCT PITCH

The start of KINDR.

Inspired by questionnaires and games like 36 Questions, Jackbox, and We’re Not Really Strangers; the early concept of KINDR was approved in the project proposal. Simply, it would be a digital conversation game meant to connect friends and loved ones with thoughtful conversation topics, such as “What do you value most in friendship?” or “How would you describe love?”. These questions, grouped into themed packs, paired with mini-games for playfulness would be available for purchase.

—— 04 DESIGN PROCESS

Build, measure, learn.

Our team followed an agile framework shown over three iterations. We continuously validated our work through usability tests in each iteration and grew KINDR from wireframes to a fully functioning prototype with a sustainable business model. Each iteration had three main pillars: business, UX design, and visual design.

—— 05 BUSINESS

Pains & Gains to Price Points

ITERATION ONE

To establish the foundation of the business, we used the Business Model Canvas and Value Proposition Canvas to identify pain points, gain creators, channels of distribution, and revenue streams to begin understanding what features and methods are needed. We gathered research to identify industry trends, customer expectations, and competitors.

ITERATION TWO

Developed pricing models, established goals and pathways in our impact map, and began thinking of the various costs we would incur as a legitimate business in financial statements.

ITERATION THREE

Focused heavily on the customer’s buying behavior, point of view of specified features, and what makes KINDR valuable to pay as a service to our prospective user base. Our sales includes bundles and competitive pricing for all games/packs and tiered profile add-ons.

—— 06 UX DESIGN

Research and Interactions

ITERATION ONE

Conducted interviews and surveys to gain insights into how the pandemic has affected relationships. Afterwards, our team began brainstorming concepts, created wireframes, and did usability tests.

ITERATION TWO

We focused on creating a solid structure for KINDR’s interface with a site map and a list of product requirements. Developed personas that focus more on personality, habits, and motivations rather than generic demographic information. Designed the mid-fidelity prototype and got further insights from our second round of usability tests. We were able to determine that users were confused by certain icons and placeholder text.

ITERATION THREE

Got feedback from our red-teaming exercise, and kano analysis which led to us making notable improvements to the prototype. Key points of feedback regarded confusion on how to navigate and use KINDR due to lack of information and guidance. We replaced the placeholder text/images from the previous iteration with thoughtful copy and imagery, and added an onboarding process. These edits mitigated much of the confusion from earlier usability tests.

—— 07 VISUAL DESIGN

Fun and Retro

ITERATION ONE

We created a Pinterest board to be inspired and explore different styles for the brand and interface.

ITERATION TWO

Zeroed in on a style and created a mood board. When choosing our preferred aesthetic, we made sure keep it playful and appeal to our target base. The typography, colour palette, and design concepts that inspired us have features reminiscent of retro styles from the late 1990s to early 2000s—a time where our target market was younger, and self-expression came easier.

ITERATION THREE

The placeholder images were replaced with in-house designs to showcase game previews and other assets that feel unique to the platform to let the user know they are on KINDR. The most significant change in our visual design is switching our display from a “light mode” to a “dark mode.” We found that most people play games and chat with friends during later hours, and thus used a darker layout to be easier on the eyes.

—— 08 FINAL PRESENTATION

Introducing KINDR Games

View our journey, creative process, and thorough walk through of the interface.

—— 09 PROTOTYPE

Interact with KINDR

Using Figma, we created the prototype for KINDR. Click around to interact with the game portal.

—— 10 THE PRODUCT

KINDR

KINDR is an online, lifestyle game platform that aims to inspire genuine connection and meaningful conversations. With question packs exploring friendships, dating, and family, paired with exciting mini games, KINDR is the new centralized space for loved ones to connect and hang out virtually in an immersive experience.

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—— WELCOME

Welcome to KINDR! Users can browse through our introductory pages learning about KINDR and what we have to offer. It's as easy as clicking 'PLAY' to sign up and begin playing games with friends!

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—— SIGN UP

Through a quick and easy sign-up process, users are prompted with a few questions to customize their profile to best fit their interests.

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—— DASHBOARD

This is the main home page. Here, a user can view new announcements, see what their friends are playing, and find games to play based on their mood.

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—— PROFILE

Users will be able to customize their information to include their emotion, status, Spotify, and friends. It also mentions their ranking, game library, and tracks their mood and interactions. You can visit someone's profile to get to know them more.

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—— STORE

Browse and purchase KINDR's free and paid games from the store library. Click on a game to get further information regarding any add-ons and reviews.

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—— CHATROOM

The Chatroom is where the magic truly happens! Here, users can play their various question packs and mini games with their friends. With multiples views to choose from, and a library of gifs and emojis to share with each other.

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