UX was Here

Increasing user retention through interaction & gamification.

Industry: Education, Health & Wellness, Children's Entertainment

Researching & designing interactive mobile features to improve UX was Here's user retention.

Role:

During this 3-day long hackathon project, I was responsible for the user research, synthesis, content, and copywriting, in addition to being solely responsible for the client-facing pitch deck presented to judges.

Achievements:

Selected as a winning team, we presented our solutions during the closing ceremony of the hackathon; Eunoia UX 2024.

Team:

Neharika Sidda (UX Research & Pitch)

Hinata Nozawa (UX & Videography)

Royce Malonzo (UI Design)

Dabin Yu (UI Design)

Timeline:

March 2024, 3 days

Deliverable(s)

UI Prototypes

Client-Facing Presentation

Pitch Video

01

Overview

UX was Here currently faces a problem of high turn rate and low usage rate with its current user base.

Over the course of 3 days, my team researched, synthesised, designed, and presented our findings to support solutions proposed to help UX was Here's user base stay on the platform & continue using it.

Our Solution(s):

Encuraging interaction to 'UX was Here' through mobile app features;

  • Weekly UX design challenges

  • Inspiration boards

  • Ability to share and receive feedback

02

Discover

Challenges and opportunities for current & future users.

Goals:

  • Explore how physical forms influence spatial reasoning in children

  • Translate historical design methods into playful, research-backed learning tools

To begin ideating, I first took a look at existing UwH users.

Posts with mentions of what current users wanted/wanted to achieve through the platform gave us an idea of what some of the current and potential future user goals were and how they were trying to attain them.

Using this information we shifted our focus on the goals and motivations of users, leading our direction for user research.

User Research

I collected user research through a short survey with 4 multiple choice questions, inquiring about participants career and educational goals and what resources would help achieve them.

Collected insights from 38 individuals helped gain a better idea of the features that would best help UwH address users' pain points.

01

Define

From data to insights

Research Foundations:

Study from Mind, Brain and Education: Block play helps children understand concepts like over, around, through

Survey Questions

Q: What are your current/future educational and career goals?

Asked to: Gauge what users may want from an app like UX was Here

Q: What would help you achieve your goal(s)?

Asked to: Understand what users are currently lacking, that can be targeted through new features

Q: What are some platforms that have been of help in achieving your goals? 

Asked to: Gain inspiration for features through precedent research; other similar well known applications

Key Insights

Educational/career goals users wanted to achieve:

Key Insights

How users believed they'd achieve these goals:

01

Understand

Developing user personas across varying UX experience levels.

The user research went into making 4 personas, to identify and gain a better understanding of UwH’s current & potential future users.

All personas were seeking a combination of:

  • Skill development

  • Portfolio growth

  • Feedback and inspiration

  • Sense of community

I covered a wide range of factors as per the data collected during our initial platform, competitor, & user research; factors covered include:

01

Outcome(s)

Our outcomes come as solutions, directly addressing some of the persistent pain points experienced by current and potential users.

Using precedent research, user research, & personas, we conceptualised a mobile application for UX was Here.

In addition to our 3 main conceptual solutions (explained below), our outcomes included the following:

Mobile Application

Interactive prototypes showcasing key user flows, interactions, and visual direction for the proposed mobile features

Pitch Slide Deck

Client-facing presentation articulating the problem, user insights, design rationale, and business potential of our solutions

Video Pitch

Short, engaging video summarizing the app’s features and value proposition for stakeholders (& hackathon judges), accompanying our final presentation

01

Solution 1

Improved Onboarding

Clarifying the goal of the 'UX was Here' app was central to our first solution. As it is a fairly new organisation, UX was Here has had a hard time honing in on specific features and identifying what sets it apart from its competitors.

Pain point:

Lack of value proposition & poor sign-up

Supported by:

Observations & competitor analysis

Solution:

Designing a clear & engaging onboarding process

By bringing these features to light and highlighting its uniqueness through the onboarding process, users will be able to understand and control their usage of the application much better.

01

Solution 2

Gamified UX

By introducing collaborative, game-style UX projects, users are able to challenge their UX skills while also creating a business opportunity for 'UX was Here' by inviting new users on to the app in order to participate.

Pain point:

UwH's need to differentiate & establish themselves as a platform

Supported by:

Competitor analysis & user research insights

Solution:

Unique interactive features; UX challenges

01

Solution 3

Inspiration & Feedback Board

Gain inspiration, share work, give & get feedback through UX was Here's third feature. A place for users to look through past challenge solutions, others' UX work, and share feedback in a positive, UX focused space.

Pain point:

UwH does not cater to what users wish to gain from it

Supported by:

User research insights & 'existing user' observations

Solution:

Address what current and potential users would want from the app; to gain inspiration, share work, give & get feedback

01

Constraints

Given the 3-day hackathon timeline, we prioritized time and visuals over depth

While our research yielded strong directional insights, we had limited time to test our concepts with real users or explore business goals/strategies further. Despite this, we managed to deliver compelling solutions grounded in real user needs.

Constraints reliant on the limited timeframe we had to work with, include;

01

Reflections

Out of 43 teams and nearly 200 participants, my team managed to win first place.

This project was built in collaboration with client, UX was Here, a global UX platform founded by Matt Karakilic, during a hackathon-style design jam organised by Simon Fraser University, Eunoia UX 2024.

In just three days my team and I managed to conduct user research & synthesis, UI concepts & designs for individual screens, working prototypes, and a client-facing presentation.

We had the chance to present our proposed solutions during Eunoia UX's closing ceremony in April 2024.

This experience was a challenging but rewarding opportunity to broaden my understanding of UX through business goals, and has helped me gain a better understanding of how to apply user research to craft solutions.

© 2025 Neharika Sidda

Made with ♡ in Vancouver, BC