Design an App to combat FOMO

Interview people who potentially have FOMO and uncover a problem they have, which you're going to use to inspire an app you're going to create!

Project Information

Project type: Persona Creation & User Journey mapping, Wireframing, Hi&Lo Fidelity mock-ups and rapid prototyping
Project year: Jan, 2023
Skills: Apply psychology to design, Design a logo and branding system
Role: UX Designer
Goal: Uncover Real problems, Persona and User Journey Map Creation, Wireframing, Usability Testing, Prototyping
Tools: Whimsical, Figma, Maze

Part1. The strategy : research

About FOMO (The Fear Of Missing Out)

The fear of missing out (FOMO) is an emotional response to the belief that other people are living better, more satisfying lives or that important opportunities are being missed. FOMO often leads to feelings of unease, dissatisfaction, depression and stress. The rise of social media has increased the prevalence of FOMO throughout recent

The rise of social media

Many People look outward at the experiences of others instead of inward at the great things in their lives. The glamorized versions of their lives that are broadcast on features like Instagram Stories or Facebook walls alters a user's sense of what is normal and makes them think they are doing worse than their peers.

Harmful circle

The anxiety and dissatisfaction created by FOMO can also lead people to desire connection and interaction or to increase their efforts to not miss out by checking different social networking websites more. Either way, people are led back to social media and a harmful circle is created. Therefore, social media is both a cause and an effect of FOMO

How to get over FOMO

・Changing focus to what is present in life instead of what is lacking.・Keeping a journal of fun memories and experiences instead of posting everything on social media.・Keeping a gratitude journal can also help move focus towards the good things in life.・Seeking out real connections with people face-to-face or one-on-one.

Target Audiences

Based on the FOMO research described earlier, we estimated that the following people were likely to miss the event and become FOMO, and set them as our target audience. In the first phase of the research, I described the target audience and created surveys. A target audience is young people under 40 with active social lives.

Empathy Map (From motivation to attend the event)

We had individual conversations with 3 people around me, my target audiences. As we gathered data, we solidified our direction. We created Empathy map too visualize attitudes and behaviors of the users and find the insights. It tell you what those customers' attitudes and behaviors are towards current service.

Persona Profile

The primary goal was to know what the users think, their needs and concerns, and what insights they have about the current services. As per this information, I created a exemplary persona to base my decisions on.

User Journey Map

I created a journey map in order to examine the process from the user perspective, describing what happens at each stage of the interaction.

App Feature

Part2. The scope: fanctionalities, content

Competitive Analysis & Kano Model

We needed to know what the market was like for apps where daily events are posted and for apps that allow users to look up events, so we conducted a competitive analysis of the major players.

Part3. The structure: architecture, interactions

Sitemap

I based on information architecture to easily organize my elements, and see how  do they fit together. This procedure allows users to move through the application effectively.
Also, it made it easier to design User Flow.

User Flow

After thought of app features, I put together a user flow to visualize the user’s steps from their entry point through a set of steps towards a successful outcome and final action.

Part4. The skelton: wireframes

Low-fidelity prototypes

Low- Fidelity prototypes were created using artifacts from previous steps. While brainstorming on paper the first arrangement of UI elements were designed. High-fidelity prototypes were created in Figma.  They contain some branding signs, style decisions, and chosen typography, so users could evaluate them.

Scenario & Tasks - Usability testing

3 Users, My colleagues and my family, did a usability testing through recorded Zoom calls. They followed on one of the scripts I sent them, based on the findings we went through:

Scenario

You have learned that there is an app dedicated to posting events and have downloaded that app.
You are now planning to register for the app and find out more about post events and the fascinating events that have been posted.

Tasks

  • Create your account
  • See event posts on future timeline, Filter events, and Schedule one of them
  • Explore an event by filter and Schedule one of them
  • Post a memory of your participated event to timeline
  • Create group to share each favorite events,and invite members to the group

Top Highlights

All users were able to complete the tasks! And there were no rejections of the combination of Social Media and Event App!
... However, users voiced their dissatisfaction. The website has usability issues.

Usability Testing / Revision 1

After testing the first prototype with real people, I revised the screens based on users' feedback.

Usability Testing / Revision 2

Usability Testing / Revision 2

Part4. The surface

Style Guide

After redesigning the screens that users observed problems, I created the final prototype (Version 2) on Figma

Style Guide (Typography Styles)

Mockups

What I learned

I learned that the ease of connecting with society through social media can have negative effects such as FOMO, and that when designing for social media, we have a great responsibility to keep track of the user experience while giving due consideration not only to usability, but also to psychological and emotional effects.