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Introduction

1. CampusClub: Finding Communities in College

CampusClub is a project that I worked on in Spring 2019 for the class DH 150 (Intro to User Experience Design). It is an app designed to help college students find their communities and navigate student organizations in an easier and less intimidating way.


Students have trouble finding communities in college because of the large student body. Many find communities within student organizations, but it is hard to navigate the campus to find one that they will like, and many students are not aware of the existence of certain clubs.

My design solution is redesigning the campus club directory into a
live, centralized directory that can allow users to quickly get a sense of what is out there and understand the communities by creating a social media-like platform where groups can update their pages themselves and showcase their personalities and events, and users can browse clubs in a social-media setting.

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2. Project Description

My project for DH199 will be a revision of the CampusClub project from DH150. From this project, I found that there is a real need for a way to find student communities more easily, which was expressed in the surveys, interviews, and usability tests I conducted. In addition, four other classmates tackled the same problem and created similar solutions. This further validated the problem and enhanced my motivation to refine my design solution. 


I will follow the user-centered design process in the project. I will evaluate my old project before doing more user research, make changes to the project, and iterate to create my final design. Some methods that will be used include surveys, observations, persona development, wireframing, high-fidelity prototype creation, and usability testing. The design question that will drive the research is summarized as the following: “How might we design a mobile app that would increase the user’s sense of community in college campuses?”

Expected Outcome

The expected outcome from this project are the following:

  • an improved app prototype for the CampusClub that is informed by additional user research

  • a comprehensive academic research paper

  • a complete documentation of the process on this website.  

3. Project Schedule (to be updated)

Week 01:

Week 02:

Week 03:

Week 04:

Week 05:

Week 06:

Week 07:

Week 08:

Week 09:

Week 10:

Project Setup: Initiate web documentation, obtain CITI certification, and start planning my research.

Define My Research: Literature review, audit/analyze the current design of the app, develop a focused research question 

Prepare for Field Research: Create plan for field research, start reaching out to students, and create a set of questions for the survey and a script for interviews. 

Data Collection and Analysis: Conduct interviews and gather data from survey, analyze the data from research and gather insights, synthesize findings in the context of CampusClub and in the context of my research question.

Apply Empirical Findings: Choose what design improvements will be pursued to improve the app design and answer the research question. Iterate on my existing persona, create additional personas, and start creating low-fidelity improvements for the app. 

Continue to Develop Prototype: Obtain feedback for the low-fidelity prototype and iterate accordingly (e.g. sketch wireframes and wireflows, experiment with interaction design).

Focus on App Design: Experiment with the different ways the app can be designed. Obtain feedback on the designs and iterate accordingly.

High Fidelity Prototype: With the finalized screen designs, create a high-fidelity prototype of the feature/app improvement determined from previous field research.

Usability Testing: Conduct usability tests with at least 2 users, preferably with different backgrounds and experiences as a college student. Start drafting the final research paper.

Final Paper: Write and finalize the research paper.

4. Literature Review & Previous Work Review

4.1. Literature Review

Loneliness in university students has been widely observed in academic research (Bauer & Rokach, 2012; Ozdemir & Tuncay, 2008). Ozdemir and Tuncay (2008) conducted a study of 721 university students where 60.2% of the participants claimed to be “clinically lonely” with 81% of the participants identifying “social interaction” as an essential need during their university education. Prezza et al. (2001) found a relation between loneliness and a sense of community, which is defined as “a feeling that members have of belonging, a feeling that members matter to one another and to the group, and a shared faith that members’ needs will be met through their commitment to be together”. College students who are involved in fraternities and sororities, for example, are known to have a greater sense of community (Lounsbury & DeNeui, 1996), and thus predicted to be less lonely. 

Despite the importance of instilling a sense of community in universities and the increasing use of technology in education, there is a lack of research in linking the two. Many studies focus on discussing mobile apps, instructional technology, and social media for learning and classroom purposes (Wai et al., 2016; Wagler, 2015; Baird & Fisher, 2005). However, there is currently no work exploring how technology can be used to improve the sense of community within university campuses or the student body.

A form of a hyperlocal social platform is proposed to foster this sense of community among university students. Hyperlocal social platforms aim to “emphasize their focus on bounded geographical communities” (Lopez & Farzan, 2015), and a user study conducted by Hu et al. (2013) revealed that community members found it easier to get relevant information through a hyperlocal platform which aggregated local information from Twitter in one page. To inform how such a system might be designed, a review of literature on the design of social media apps was conducted. In the book Irresistible Apps, Lewis (2014) lists several social patterns, features that are defined to “offer (users) a chance to interact with others”: activity stream, broadcast, contact list, identifiable community, identity shaping, and item sharing. These patterns, however, need to be used wisely and according to the specific target audience of the technology. Kietzmann et al. (2011) also lays out seven building blocks of social media: identity, conversations, sharing, presence, relationships, reputation and groups. 

This study proposes the use of a social media-like directory of student organizations in the form of a mobile app, which will act as a hyperlocal social platform where users can interact with the student body and find communities to join. I will explore how this app can be designed to improve a student’s perceived sense of community in their college campus, with an emphasis on exploring its features and functionalities. The features and building blocks discussed above will be user tested to learn what students value most in an app such as this. This research will propose a novel way of using technology in higher education that is not related to learning, yet arguably just as important, and hopefully encourage further development and studies in this direction. 

4.1. Previous Work Review

To currently find information about available student organizations and find communities to join and interact with, there are four options available to students of UCLA:

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Facebook: Students currently find information about clubs and events to attend through Facebook Events circulating in their news feed. Students are also a part of class groups such as “UCLA Class of 2020” and special topic groups such as “UCLA Memes for Sick AF Tweens” and “Transfer Students of UCLA”. This is the most prominent technology used since most students are already on the platform and it has events and groups functionality to facilitate the needs of students. However, this platform is not optimized to be a college. There is also no complete list of the student organizations at UCLA, thus users must actively search for an organization or stumble upon it at one point. 

 

Raftr: Raftr is a mobile app designed to show users their “life in college” in one place, essentially a hyperlocal social media platform geared towards colleges. It has a list of upcoming Club Events all across campus and a Calendar, making it possible for students to be aware of all the events happening on campus. Reviews of the app suggest that these are features most appreciated by users. However, the organization of information can be overwhelming to users and appear cluttered as the feed is not personalized to what the user is involved in or interested in. In addition, no student organizations are officially listed. Thus, students do not know how to join these communities outside of attending events that show up in the app. 

 

Official Student Organizations Directory: This is the list of all the officially registered student organizations at UCLA. It is comprehensive with some limited filter functionality. There is no recommendation process for the users, and the design is unappealing and impersonal. The list is also not updated with the most recent activity,  social media links or website links, and some of the organizations listed are inactive, making it an inaccurate source for students. 


Oncampus.us: This website is a student project that aims to modernize the official student organizations directory. It has a filter functionality that allows students to sort by their interests, topics, and the popularity of clubs. It also shows more details for each community, such as how often they meet and the application process for each student organization. However, it is a static directory that does not show club activities and events held by the organizations. Students do not have accounts, thus there is no way to personalize the experience of using this website.

References

Baird, D., & Fisher, M. (2005). Neomillennial User Experience Design Strategies: Utilizing Social Networking Media to Support “Always on” Learning Styles. Journal Of Educational Technology Systems, 34(1), 5-32. https://doi.org/10.2190/6wmw-47l0-m81q-12g1

 

Bauer, N., & Rokach, A. (2004). The Experience of Loneliness in University: A Cross-Cultural Study. International Journal Of Adolescence And Youth, 11(4), 283-302. https://doi.org/10.1080/02673843.2004.9747936

 

Kietzmann, J., Hermkens, K., McCarthy, I., & Silvestre, B. (2011). Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, 54(3), 241-251. https://doi.org/10.1016/j.bushor.2011.01.005

 

Hu, Y., Farnham, S., & Monroy-Hernández, A. (2020). Whoo.ly: facilitating information seeking for hyperlocal communities using social media. CHI '13: Proceedings Of The SIGCHI Conference On Human Factors In Computing Systems, 3481-3490. https://doi.org/https://doi.org/10.1145/2470654.2466478

 

Lewis C. (2014) Social Patterns. In: Irresistible Apps. Apress, Berkeley, CA

 

Lopez, C., & Farzan, R. (2015). From Community Networks to Hyper-local Social Media. CSCW'15 Companion: Proceedings Of The 18Th ACM Conference Companion On Computer Supported Cooperative Work & Social Computing, 239-242. https://doi.org/https://doi.org/10.1145/2685553.2699016

 

Lounsbury, J., & DeNeui, D. (1996). Collegiate psychological sense of community in relation to size of college/university and extroversion. Journal Of Community Psychology, 24(4), 381-394. https://doi.org/10.1002/(sici)1520-6629(199610)24:4<381::aid-jcop7>3.0.co;2-x

 

Prezza, M., Amici, M., Roberti, T., & Tedeschi, G. (2001). Sense of community referred to the whole town: Its relations with neighboring, loneliness, life satisfaction, and area of residence. Journal Of Community Psychology, 29(1), 29-52. https://doi.org/10.1002/1520-6629(200101)29:1<29::aid-jcop3>3.0.co;2-c

 

Wagler, A. (2018). Understanding of How Communications Students Use Interactive Instructional Technology From a User Experience Perspective. Journalism & Mass Communication Educator, 74(1), 79-91. https://doi.org/10.1177/1077695818777413

 

Wai, I., Ng, S., Chiu, D., Ho, K., & Lo, P. (2016). Exploring undergraduate students’ usage pattern of mobile apps for education. Journal Of Librarianship And Information Science, 50(1), 34-47. https://doi.org/10.1177/0961000616662699

 

Özdemir, U., & Tuncay, T. (2008). Correlates of loneliness among university students. Child And Adolescent Psychiatry And Mental Health, 2(1). https://doi.org/10.1186/1753-2000-2-29

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