Oja

Oja is a social media app for streamers to network, collaborate, and share knowledge. Its user-friendly interface and interest/skill-based filtering make finding the right streaming partner easy. With messaging and live-sharing features, you can communicate and collaborate in real-time while sharing content creation tips. Oja makes networking and collaborating smooth and easy.

My Role

Deliverables

Tools

Timeline






Overview

Problem Statement

Networking and finding a supportive community as a streamer can be very difficult, especially on current social media platforms.

Users and Audience

The users are live streamers on any platform. The parameters are having a channel of some kind, with content creation present on it.

Solution

Create an app that serves as a hub for streamers to discuss and network among each other with ease and comfort.

Process

As I am familiar with it and it has worked very well for me in the past, I made use of the double diamond design process, which consists of four parts:

Goals

These were the main goals of the application:





Discover

I developed this project to address the needs of live streamers who use separate sites like Twitter and TikTok, which aren't designed to cater to their specific needs. While Discord servers are exclusively for streamers, they lack social media sharing features. This app aims to provide a seamless communication experience for streamers, filling the gaps left by other platforms.

Competitive Analysis

In order to better understand how transit apps work in the market currently, I downloaded the following apps to analyze: Twitter, TikTok, and Instagram.

Strengths

Weakness

Opportunities

Threats

Strengths

Weakness

Opportunities

Threats

Strengths

Weakness

Opportunities

Threats

Strengths

Weakness

Opportunities

Threats

Quantitative Research

In order to get some logistical data regarding demographics and some general sentiments of the user base, I created a Google survey. The survey was open to any streamer who had completed at least one stream in the past and are or were interested in content creation. The survey asked questions regarding specific pain points and general gauged a general consensus regarding the issues that the product aimed to tackle. 

Key Takeaways:

Streamers are looking for a community building experience. Many streamers want to build and connect within a community, however are having a tough time regulating them on contemporary forms of social media.

Approaching other streamers is difficult. Many streamers want to connect to other streamers, but find themselves held back by apprehension and anxiety.

Most streamers already collaborate with others.  The majority of streamers that responded noted that they already collaborate with some others. However they expressed interest in collaborating with more.

Most streamers would appreciate a more streamlined way to connect with other streamers. Despite having avenues to find other streamers, many current forms of social media do not make it a clean process.

Key Demographics: 

Qualitative Research

I used Discord to conduct interviews. The participants were largely recruited from my personal circle, however I was able to get some further interviews from individuals who responded to my quantitative survey. The questions were more elaborate and delved deeper into the reasoning behind some of the responses in the survey. In addition, there were questions that were more open ended which were designed to draw out pain points and concerns that I had not considered yet.

The four main things I asked about were:

Insights

There is an interest in a streamer exclusive space. Streamers often have to curate their posts for the eyes of their audience. As an interviewee cited, they belong to a discord group for just streamers. This is due to the fact that they would like to discuss concerns and ideas between streamers that they don't want to share with the general viewer. 

Current social media applications all have pieces of a whole. The same interviewee mentioned above talked about how they have to interact with fellow streamers in three different places: Discord, Twitter, and Reddit. Discord is useful for having private/curated streamer boards but does not have the explorational qualities of other social media, Twitter is useful for mass outreach and seeing a variety of different content on your feed, but is not curated and is not specifically geared to foster discussions, and reddit is useful for finding answers on technical questions, but lacks the messaging and social media community quality. 

Observation comes first. When it comes to reaching out to other streamers, a majority of the interviewees mentioned that they do not approach until they have seen the content and profile of the streamer. In addition, even after they have seen it, many said that they waited a bit to get an idea of the interests and "vibe" of the streamer they were curious about.

Reaching out is the scariest part. A lot of the participants mentioned that reaching out was the scariest part, which largely corresponds to the survey evidence. The apprehension of not knowing a particular person is the biggest barrier to networking according to the interviewees.

Conclusion: 

The findings of the survey seemed to reflect the individual beliefs held by the streamers I interviewed. Knowing that the findings supported my hypothesis, I was able to proceed without amending my problem statement and proposed solution.

Personas

 

Journey Map





Define

User Stories

Using the responses I got during the discovery phase of the project, I crafted the following user stories to represent what I saw as pressing concerns of those in the community.

As a streamer, I want a place to meet other streamers for collaboration, to help network and grow my channel.

As a new streamer, I want to learn from those that are more experienced than I am, so that I can make a good decisions at the beginning of my streaming career.

As a professional streamer, I want to be able to talk to others who understand the logistics of streaming, in order to discuss using technical terms that may not be widely known. 

As a twitch streamer, I want the ability discuss site specific issues, so that I can solve any problems I have with it faster.

User Flow

These were the initial user flows I drew up to build a wireframe of my project around. The amount of features increased once I developed my wireframe, but these flows served as the basis for my design.

Site Map

This site map was the culmination of all the features I thought to add as I was building off of my user flows. The skeleton it provided was the perfect base for me to flesh out with features. As i took reference from other social media sites the amount of features I could include to improve the experience grew exponentially.

Sketches

These are the initial sketches I came up with to map out the idea. The visual design aspect was introduced to the project here. I used the crazy 8 method and the very rough wireframe method to map out the idea, as those are the ones I found to be most effective in my past projects.

Wireframe

This is the initial prototype I made using Figma. By following the blueprint laid out by the user flow and site map, I added the features required to  accomplish the objectives laid out in the user stories.

Summary

Designing a community. Designing this app gave me insight on designing for not only utility, but to understand the core emotional desires of the users. In order to facilitate connection between streamers, I had to truly understand streamer culture, their individual priorities, and everything in between. This process helped me grow in this unique field of design, in which the experience is guided so heavily by not only what the users need, but also their feelings regarding the product.

Becoming process oriented. This project drove me to refine my work process and design steps, as I had to be careful with my progress.

Using new tools. I used Maze for the first time for this project,  and found it to be immensely helpful when remote resting my products. The ability to set predicted paths and assign tasks to users was immensely helpful for the usability testing portion of this project.

Using old tools effectively. During my time working on this project, Figma was aquired by Adobe. Learning how to use the tools I already use from Adobe, now with much better cohesion with Figma, was an unexpected treat. It was an interesting experience, and one that boosted my ability to work with both sets of software greatly.