MeToo is an app that saves time to find a flatmate. It removes the time-wasting in interviews with an innovative, seamless user interface. Interactive floor plan, Home video tour, and interview methods were used to get a clearer image of the user needs. The data got collected from many users and cultures. It was eye-opening for me on how to handle data and come up with solutions. My role was in building the wireframe and designing the user interface. We added the gamification factor for the application to make the process of finding a flat more fun and enjoyable.
The interactive floor plan activity was a generative task, designed to explore how individuals made use of the physical space of their apartment and to monitor the residents routines and dynamics. It was part of an in-depth engagement with the students during a 'Getting to Know You' visit in the early stages of the project.
The home video tour followed the 'Getting to know you', again taking place at the relatively early stages of our project. To explore the interrelations between people and their environments in more detail, we used the notion of the 'sensory home' (Pink, 2004) as a key methodological entry point. Rather than asking participants how they consume energy in the home, we invited them to guide us through their home and tell us what they do, on an everyday basis, to make it ‘feel right’. That also included the way they decorated, cleaned, or generally appropriated different areas of the home.
I took a part in the methodology where every one of the team had to research at least one apartment.
My additional roles were:
Facilitate design thinking session
Wireframing
Interaction design
Designing UI
A design thinking session was conducted after collecting and analyzing all the data, which led us to the solution that is offered by the MeToo app. Then, we started to do different types of application wireframing as well as discussing the interaction process with the application.