Redefining Connections in a Digital age

Redefining Connections in a Digital age

Redefining Connections in a Digital age

This project aimed to digitalize The Adventure Challenge's scratch-off guides, creating a mobile app that encourages users to deepen connections through personalized activities, addressing the theme of postmodern loneliness.

This project aimed to digitalize The Adventure Challenge's scratch-off guides, creating a mobile app that encourages users to deepen connections through personalized activities, addressing the theme of postmodern loneliness.

This project aimed to digitalize The Adventure Challenge's scratch-off guides, creating a mobile app that encourages users to deepen connections through personalized activities, addressing the theme of postmodern loneliness.

This project centered around creating a digital solution for The Adventure Challenge, a company known for its scratch-off adventure books designed to foster deeper connections and memorable experiences.

Inspired by the theme of Postmodern Loneliness, our team developed a comprehensive app concept for The Adventure Challenge using the Design Thinking process.

The app introduces flexible, customizable adventure packages based on user interests and lifestyles, offering a more cost-effective and engaging user experience than the original books. This solution enhances user interaction while staying true to the brand's mission of fostering meaningful connections and memorable adventures.

The app allows for unlimited activities and extends beyond page counts, providing a multichannel, interactive experience for the end user.

Inspired by the theme of Postmodern Loneliness, our team developed a comprehensive app concept for The Adventure Challenge using the Design Thinking process.

The app introduces flexible, customizable adventure packages based on user interests and lifestyles, offering a more cost-effective and engaging user experience than the original books. This solution enhances user interaction while staying true to the brand's mission of fostering meaningful connections and memorable adventures.

The app allows for unlimited activities and extends beyond page counts, providing a multichannel, interactive experience for the end user.

Role

UX/UI Designer

Tools

Figma, FigJam

Client

The Adventure Challenge

Year

2022

STAGE 1 / EMPATHIZE

In this stage, we explored the concept of postmodern loneliness and its societal impact.

We conducted 10 interviews and gathered 35 survey responses to understand user needs and validate the potential for a digital version of their product, focusing on how people increasingly feel isolated despite constant digital connection. This research provided insights into the target audience and shaped the direction for our solution.

KEY METHODS:

Desk research

User interviews

Surveys

Target Audience Analysis

USER FRUSTRATIONS & NEEDS MAP

EMPATHIZE / THE ADVENTURE CHALLENGE

STAGE 2 / DEFINE

During the Define phase, we consolidated our research into a clear problem statement and solution.

Using the Value Proposition Canvas and Business Model Canvas, we identified the key elements that would make a digital solution resonate with our target audience. The core challenge was addressing young adults' struggle with loneliness, often compounded by the dominance of digital interactions. Our solution aimed to create personalized, unique activities that foster real-world connections and allow users to capture and cherish those moments.

KEY METHODS:

Value Proposition Canvas

Business Model Canvas

Problem definition

VALUE PROPOSITION CANVAS

DEFINE / THE ADVENTURE CHALLENGE

BUSINESS MODEL CANVAS

DEFINE / THE ADVENTURE CHALLENGE

STAGE 3 / IDEATE

In the Ideate phase, we translated user frustrations and needs into actionable design ideas.

Using a Can-If map, we pushed past limitations and assumptions to spark fresh, creative solutions. To ensure the feasibility of our concept, we conducted a Risk Analysis, identifying potential challenges and evaluating their severity. We then generated strategies to mitigate the most critical risks and incorporated those solutions into our design process.

KEY METHODS:

Mind Maps

Can-If Map

Risk Analysis

Idea generation

MIND MAP

IDEATE / THE ADVENTURE CHALLENGE

CAN - IF MAP

IDEATE / THE ADVENTURE CHALLENGE

RISK ANALYSIS

IDEATE / THE ADVENTURE CHALLENGE

STAGE 4 / PROTOTYPING & TESTING

In this stage, we focused on building and refining the visual identity and functionality of the app.

We established a fresh Brand Style with playful typography, vibrant colors, and custom “sticker” graphics for each activity category. The brand voice was crafted to be optimistic, conversational, and motivating.

We began by creating and testing Wireframes to validate the user flow before moving to high-fidelity designs. The prototype guided users through the activity selection process, from viewing progress on the dashboard to saving completed activities in a memory journal.

Through Think Aloud usability tests, conducted at both wireframe and mockup stages, we gathered valuable insights to optimize the design and refine user interactions.

KEY METHODS:

Style Guide

Wireframes

Mockups

Think Aloud Usability Testing

See full prototype

See full prototype

See full prototype

Let's collaborate!

AVAILABLE FOR FREELANCE

LOCAL TIME:

07:39:49

Designed with love and a jug of coffee <3

@2024 Vlada Afanasjeva

  • Good design is a powerful tool for a positive change

Let's collaborate!

AVAILABLE FOR FREELANCE

LOCAL TIME:

07:39:49

Designed with love and a jug of coffee <3

@2024 Vlada Afanasjeva

  • Good design is a powerful tool for a positive change

Let's collaborate!

AVAILABLE FOR FREELANCE

LOCAL TIME:

07:39:49

Designed with love and a jug of coffee <3

@2024 Vlada Afanasjeva

  • Good design is a powerful tool for a positive change