Introduction
Vision
In college, binge drinking is linked to an increased risk of physical injury, sexual assault, alcohol use disorder, date rape, and death. The dangers of college students drinking are often looked at within large public schools because of the "party culture." As college students, we are closest to these "cultural." This is a problem space we genuinely want to redesign for our campus and leave a positive impact.
Context
This project was completed by a group of 7 students over 3 quarters from Design for America.We followed a goal-directed design process that eventually resulted in creating an interactive prototype. "Squad," is an app that helps college students build safer drinking behavior.
Research
Quantitative Research
We created surveys and surveyed over 400 college students over the time frame of 2 weeks. Follow-up surveys were then designed for individuals who wanted to share more details about specific incidents and events.
Qualitative Research
15 candidates were then selected and interviewed over one week. We focused on listening to the participant's personal stories and paid attention to the stories' details that might suggest their specific pain point.
Synthesize Data
Based on our cleaned-up notes, I analyzed data and extracted salient observations into an affinity diagram. The affinity mapping approach was used to group the data and help analyze the data's common points. Affinity diagram helps generate users' motivation goals and pain points for improving college students drinking behavior and safety.
Insights
From the research data, we synthesized the below insights to ensure our designs solved real user needs.
1. Being drunk itself is not a pain point.
2. Level of planning for a night that correlates to the user's sense of security.
3. Users want someone accountable.
4. Users wish for some form of support after their drinking experience.
5. Core interaction of the experience is between the users and their friends.
Well Planned Sociable Party
Have fun &
someone accountable
someone accountable
Support & Safe to home
How might we
Analysis
User Persona
Based on our insights, we created a user persona to better understand our users. This also enabled me to emphasize with their perspectives while designing.
User Journey Map
We created a detailed user journey map from our user personas. In this journey map the user has key moments ranging from planning to drink, during the party, and after drinking. We were able to understand the critical moments of a students' drinking experience through this key scenario.
Design Requirements
Planned Party
Information about whom users go out with
Feelings Track
Track of emotions and feelings.
Emergency Contacts
Get a quick contact.
Drinking History
Documentation of users’ profiles (bio, tolerance, drinking history)
Left Warning
Warnings to friends when user is left behind at a party.
Night Summary
Summary of this planned party.