Watermelon is an app that will revolutionize the way students connect and dramatically change how students interact at post-secondary insitutions. An entirely new college experience with endless possibilities for students to connect themselves to their community in ways never available or imagined before.
The project was focused on end-to-end product development, and not just the design phase. The product design process started by first identifying a market opportunity, clearly defining the problem, and then developing a proper solution for that problem and validating the solution through real users and research.
Using the design thinking methodology, I began by first defining what problem I was trying to solve, who has this problem, and what I wanted to achieve with my product. Answering these questions helped me understand the product experience as a whole including business objectives. When designing the product I first conducted research of 34 Humber students to develop a deeper understanding of the user as well as market research of competitive products. I then broke down the app into small pieces and brainstormed possible design solutions to my problem. Fast-forward to my final mocks, I prototyped and tested with users for feedback, validation, and overall satisfaction.