Third Spaces

Designing connection through shared spaces.

Human Factors Designer

Graduate Team Project

Completed: May 2026

Project Length: 3 months


Project Brief: Third Spaces, a research-driven mobile application that helps young adults build meaningful friendships after college by connecting users through shared interests and local activities. Working as part of a four-person graduate team, we translated user research into a high-fidelity prototype focused on reducing barriers to meeting new people.

Deliverables

Feedback & Reflection

User Testing & Feedback

  • Hosting punch card: Participants could locate and read their hosting progress, but expected the card to also show which events they'd hosted, not just the count

  • Event check-in (PIN code): All participants completed check-in, but several interpreted the PIN as a security measure rather than an attendance confirmation, and expected to enter it right after RSVPing rather than at the event itself

  • Event creation: Participants could complete the flow, but noted the manual date/time text fields made it harder to confirm they'd entered the correct information

  • Navigation and labeling: Most navigation felt intuitive and consistent with familiar app patterns, though one participant expected "My Community" to center on people rather than groups and events

  • Follow-up refinements: Based on these findings, we recommended a QR-code-based check-in scanned by the host (clarifying both timing and purpose), an event history log alongside the punch card, and a native date/time picker to replace manual entry

  • Participants rated the app highly across all dimensions (6–7 out of 7 on average), describing it as clean and intuitive, and were consistently surprised and pleased by the ability to host their own events

Reflection

Leading usability testing and risk analysis for this project reinforced how much design intent can diverge from user interpretation. Participants consistently read the PIN check-in as a security measure rather than an attendance confirmation, and expected the hosting punch card to function as an event history log rather than a reward tracker — neither of which reflected how the features were designed to work. Root-causing those gaps, rather than treating them as one-off confusion, shaped concrete next steps: a QR-based check-in flow, an event history log, and clearer labeling throughout.

Conducting the underlying interviews also sharpened my ability to translate qualitative research into design direction. Twelve semi-structured interviews surfaced a central tension — that meeting someone new was rarely the hard part, but sustaining that connection without the built-in structure of school or shared housing was — and that insight drove decisions like organizing the app around recurring communities rather than individual profiles. Working through both phases within a four-person team reinforced how iterative testing and stakeholder feedback are what actually make a product approachable, not just the initial design intent.

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