COVO

COVO

An app that encourages users to engage in their hobbies and recommend events relevant to their interests and sociability level.

An app that encourages users to engage in their hobbies and recommend events relevant to their interests and sociability level.

MY ROLE

User Research & User Experience Design

TOOLS

Miro, Figma, Google Form & Adobe Illustrator

METHODS

Empathy Map, Survey, Mobile Site Map, & Competitive Analysis

PLATFORM


Mobile

PLATFORM


Mobile

01. OVERVIEW

01. OVERVIEW

This project was submitted to the Design Jam at New Jersey Institute of Technology, a two-day challenge where students design a solution to a real-world prompt. The challenge focused on using technology to encourage slow living and deeper engagement with the physical world. In response, our team designed a mobile experience that helps users reconnect with their hobbies and discover events aligned with their interests. Working in a team of four, we distributed our tasks and prototyped within the 14.5 hours through thoughtful, user-centered decision-making. My role was to conduct the competitive analysis, design the mobile site map, and create an empathy map to integrate our findings.

This project was submitted to the Design Jam at New Jersey Institute of Technology, a two-day challenge where students design a solution to a real-world prompt. The challenge focused on using technology to encourage slow living and deeper engagement with the physical world. In response, our team designed a mobile experience that helps users reconnect with their hobbies and discover events aligned with their interests. Working in a team of four, we distributed our tasks and prototyped within the 14.5 hours through thoughtful, user-centered decision-making. My role was to conduct the competitive analysis, design the mobile site map, and create an empathy map to integrate our findings.

02. PROBLEM

02. PROBLEM

Existing event platforms encourage going outdoors but fail to consider users' personality types while also supporting meaningful, hobby-driven engagement at home.


Event platforms recommend experiences based on users' interests but fail to account for attendee personality and social energy. As a result, introverted users can feel alienated in predominantly extroverted environment, creating friction in what should be enjoyable social experiences. Additionally, when users choose to stay indoors they lack structured support to engage meaningfully with their hobbies while remaining connected to the physical world. This gap is evident among individuals transitioning into adulthood, a period where identities are evolving and routines shifting.

Existing event platforms encourage going outdoors but fail to consider users' personality types while also supporting meaningful, hobby-driven engagement at home.


Event platforms recommend experiences based on users' interests but fail to account for attendee personality and social energy. As a result, introverted users can feel alienated in predominantly extroverted environment, creating friction in what should be enjoyable social experiences. Additionally, when users choose to stay indoors they lack structured support to engage meaningfully with their hobbies while remaining connected to the physical world. This gap is evident among individuals transitioning into adulthood, a period where identities are evolving and routines shifting.

Challenge 1

Designing a single app that supports both social outings and indoor activities.

Challenge 1

Designing a single app that supports both social outings and indoor activities.

Challenge 2

Friction in shared spaces where one social energy (introvert, extrovert, etc.) can outweigh the other.

Challenge 2

Friction in shared spaces where one social energy (introvert, extrovert, etc.) can outweigh the other.

Challenge 3

Users lack structured tools to rediscover or engage in hobbies that keep them physically present.

Challenge 3

Users lack structured tools to rediscover or engage in hobbies that keep them physically present.

03. UX RESEARCH

03. UX RESEARCH

A competitive analysis was conducted where I highlighted five key points: accessibility, user flow, navigation UI design and content descriptiveness. The analysis revealed patterns in how existing platforms prioritize event discovery while overlooking social compatibility.


I also designed and distributed a survey to explore users' decision-making process around attending events and their preferences for indoor versus outdoor activities. Participants included college students, recent graduates, and hobby driven individuals. Findings showed strong interest in hobby-centered activities, with social battery emerging as a primary factor influencing whether users chose to attend social events.

A competitive analysis was conducted where I highlighted five key points: accessibility, user flow, navigation UI design and content descriptiveness. The analysis revealed patterns in how existing platforms prioritize event discovery while overlooking social compatibility.


I also designed and distributed a survey to explore users' decision-making process around attending events and their preferences for indoor versus outdoor activities. Participants included college students, recent graduates, and hobby driven individuals. Findings showed strong interest in hobby-centered activities, with social battery emerging as a primary factor influencing whether users chose to attend social events.

04. GOALS

04. GOALS

Design an application that encourages intentional engagement with the physical world through indoor or outdoor activities curated to users' interests and social energy.


Our goal was to design an intuitive experience that supports intentional engagement with the physical world through activities aligned with users interests and social energy. The design choices would address the survey insights and competitive analysis.

Design an application that encourages intentional engagement with the physical world through indoor or outdoor activities curated to users' interests and social energy.


Our goal was to design an intuitive experience that supports intentional engagement with the physical world through activities aligned with users interests and social energy. The design choices would address the survey insights and competitive analysis.

Goal 1

Design an experience that reduces screen time by encouraging engagement with the physical world.

Goal 1

Design an experience that reduces screen time by encouraging engagement with the physical world.

Goal 2

Create an intuitive interface that supports seamless navigation and decision-making.

Goal 2

Create an intuitive interface that supports seamless navigation and decision-making.

Goal 3

Present information through visual elements, like maps, to reduce cognitive load.

Goal 3

Present information through visual elements, like maps, to reduce cognitive load.

05. UX DESIGN

05. UX DESIGN

To synthesize research insights, I developed an empathy map to represent our target users and created a mobile site map to inform the wireframing process.

To synthesize research insights, I developed an empathy map to represent our target users and created a mobile site map to inform the wireframing process.

EMPATHY MAP

EMPATHY MAP

The empathy map was developed to understand the overall thoughts, feelings and pain points to be addressed.

The empathy map was developed to understand the overall thoughts, feelings and pain points to be addressed.

MOBILE SITEMAP

MOBILE SITEMAP

The mobile site map established the information architecture to ensure features were logically organized before wireframing.

The mobile site map established the information architecture to ensure features were logically organized before wireframing.

WIREFRAME

WIREFRAME

Informed by user research and the site map, the wireframes were designed to address key user needs and support a cohesive experience.

Informed by user research and the site map, the wireframes were designed to address key user needs and support a cohesive experience.

06. UI DESIGN

06. UI DESIGN

A high-fidelity prototype centered on social energy alignment and intentional real-world engagement through an intuitive interface.


COVO provides clear visual feedback on clickable buttons and uses universally known icons, reinforcing intuitive interaction. Information is communicated not only through text but also through visual elements to establish hierarchy and support information processing.

A high-fidelity prototype centered on social energy alignment and intentional real-world engagement through an intuitive interface.


COVO provides clear visual feedback on clickable buttons and uses universally known icons, reinforcing intuitive interaction. Information is communicated not only through text but also through visual elements to establish hierarchy and support information processing.

Key Feature 1

Gamified plant progression to motivate users to complete tasks and build consistent habits.

Key Feature 1

Gamified plant progression to motivate users to complete tasks and build consistent habits.

Key Feature 2

AI-generated task lists to help users explore and discover new hobbies.

Key Feature 2

AI-generated task lists to help users explore and discover new hobbies.

Key Feature 3

Personalized onboarding questionnaire that tailors event recommendations to users' interests and social energy.

Key Feature 3

Personalized onboarding questionnaire that tailors event recommendations to users' interests and social energy.

HI-FIDELITY PROTOTYPES

HI-FIDELITY PROTOTYPES

07. RESULTS & TAKEAWAYS

07. RESULTS & TAKEAWAYS

During rapid prototyping of COVO, key design insights emerged that informed the mobile experience and features. The empathy map clarified users' needs and pain points, directly shaping our design decisions. To encourage engagement with the physical world, we focused on minimizing visual distractions and streamlining task completion. Personalization and clear interaction patterns reinforced an intuitive and purposeful experience.


Completing this project strengthened my ability to analyze research insights and translate user needs into purposeful design decisions. Working within a tight timeline taught me to prioritize effectively and collaborate efficiently to support my team members throughout the design process. I presented my contributions through clear storytelling, highlighting not only the final solution but the process behind it. Ultimately, COVO could benefit from further user interviews and a larger participant pool to strengthen the research foundation.

During rapid prototyping of COVO, key design insights emerged that informed the mobile experience and features. The empathy map clarified users' needs and pain points, directly shaping our design decisions. To encourage engagement with the physical world, we focused on minimizing visual distractions and streamlining task completion. Personalization and clear interaction patterns reinforced an intuitive and purposeful experience.


Completing this project strengthened my ability to analyze research insights and translate user needs into purposeful design decisions. Working within a tight timeline taught me to prioritize effectively and collaborate efficiently to support my team members throughout the design process. I presented my contributions through clear storytelling, highlighting not only the final solution but the process behind it. Ultimately, COVO could benefit from further user interviews and a larger participant pool to strengthen the research foundation.

View Other Projects

View Other Projects

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Usability Testing

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Affinity Map

Data Analysis

Let's stay in touch at

©2026 Isabel P Lopez Paez. All rights reserved.

Let's stay in touch at

©2026 Isabel P Lopez Paez. All rights reserved.

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