Timeline:

May - June (4 weeks)

My Role:

UX/UI Designer, UX Researcher, Project Manager, Graphic Designer


Problem:

Social Networks in their current form are destroying us

Recent studies have raised serious concerns about the devastating effects of using social media on health, especially mental health.

The results of these studies show that using social media causes problems such as depression and anxiety (Green et al., 2005, Sampasa-Kanyinga and Lewis, 2015, Lin et al., 2016, Woods and Scott, 2016, Shensa et al., 2017), less positive mood (Wang and Saudino 2011), decreased feelings of happiness (Brooks, 2015), decreased life satisfaction (Kross et al., 2013), and propensity toward addictive and destructive behaviours of mental health (Roberts et al., 2014).

The impacts that social media has on our well-being has always been a topic of interest of mine, and I was motivated to:

research the ways in which I could redesign social networks, specifically the Instagram platform to facilitate genuine connection building and our well-being through design.

Why?

I aim to deliver potential redesigns of existing social media networks based on the idea of "Wellbeing Centred Design".

Wellbeing-centred design is a design philosophy I've created, that is built upon the research of design that exists to improve our wellbeing. It is design that is truly focused on our overall happiness. It doesn't view the user as a resource that exists to drive revenue, and thus it doesn't employ strategies aimed to exploit us for the sake of our long term wellbeing. The spark for getting me started on this redesign journey was scrolling through Instagram endlessly and observing the negative emotions associated with the activity. I thought to myself:

"This is not healthy, social media is not good for me". And as a designer I wanted to change that.


My Adapted Design Process:

Iteration #1

Iteration #2

An Adapted Double Diamond (Step 1):

The double diamond is an adaptable and dynamic framework for a creative process. The decisions that lead me to choose the double diamond process were to: Firstly identify my own creative process without attaching names/structure to the ways I work. I then thought about the potential problems and issues that need to be addressed in my aims of redesigning social networks to improve connection and wellbeing, and then adapted my own creative process with the targets needed for this project, and aligned it with the double diamond.

The double diamond process can essentially be thought of comprising of 4 stages that can be constantly brought back to be iterated upon. 2 of the stages are exploration phases which foster divergent thinking whilst the other 2 stages are selection phases which take a more analytical and logical approach which foster convergent thinking. Traditionally the double diamond uses the labels: 1. discover 2. define 3. develop 4. deliver. With each phase allowing iteration.

The first step I took in my project was establishing "the why", which could also be referred to as the "challenge". This was done through desktop research briefly looking to see if other people have experienced the same wellbeing/happiness issues that I've personally experienced when using social networks.

The challenge for me is not a fully fleshed out problem but rather just a spark that ignites the journey of creation. For me, the spark was scrolling through Instagram endlessly and observing the negative emotions associated with the activity.

An Adapted Double Diamond (Step 2):

I then started to explore the problem. This is an exploratory phase where I let loose with my ideas and creative freedom. I started by making a mindmap of any thoughts I had that relate to "how we could improve social media to improve connection and wellbeing". I allowed myself to go crazy, to not judge ideas but to brainstorm, mash up ideas and write down any ideas, thoughts, opinions and reflections I may have on the topic.

I then had a "mini" convergence within this "discover" phase in which I took the divergent thinking of the mindmap and systematically organised it into an ERAF systems diagram, which helped in understanding the relationships that exist and organised various ideas into linkages/relationships. I then worked on producing a literature review and looked for the current research out there on social media, connection, wellbeing and all possible relationships that these entities may exert on each other.

I would think of a literature review as being a convergent and divergent process. I am divergent in finding various literature from scholars that have different opinions, but at the same time I am refining my topic down and gaining a more meaningful understanding on the issue that exists and how I place myself in the areas that I can improve and focus on. After the literature review I conducted a competitive analysis on current social media networks to see how they differ and the impacts each network may have on connection/wellbeing based on their specific design choices and unique features. I then fleshed that out into a product map that rates each social media platform on its connection building ability rated against the impact it has on wellbeing/happiness. I would say that the competitive analysis and product mapping tools sit in the middle of the traditional discover/define phase as I view them as neither purely convergent or divergent forms of thinking. A competitive analysis is a systematic approach, hence the term "analysis" but at the same time a competitive analysis and product map are still divergent as you're not refining down to a specific area but rather building an overall understanding.

An Adapted Double Diamond (Step 3):

I then did a "How Might We" exercise in which I asked myself "how might we make social media more beneficial to long-term happiness and wellbeing". How might we in my perspective would sit in the traditional "discover" phase as I am using divergent thinking to ideate on all possible ideas - good/bad/feasible without any judgement.

After this point, I felt I had discovered enough of the potential challenge/problem at hand and built a solid foundation of knowledge to build upon. I then decided to produce a "How Might We - adapted affinity map" that organises all the ideas I came up with during the HMW into distinct categories based off shared relationships. Soon after I started getting into the process of making my project Human-Centred and "tangible". We need to understand who we are designing for.

We are designing for people. People with emotions, hobbies, interests, families, and personalities. People with unique lived experiences and different needs.

Thus I created an empathy map to understand the way in which people say, think, do, and feel in relation to the problem I am trying to address. I then created 3 personas based on my literature review, empathy map, and previous research. Ideally, persona's would be driven by primary research such as interviews. However, due to time constraints, I was unable to conduct interviews and that is a bias and weakness of my current project which has to be acknowledged. From these personas, I constructed pain points, user stories, and problem statements for each persona. I would say these processes are convergent as I am now adding a human element and tailoring my design to address the needs of real, physical, emotional, and spiritual humans. If a label were to be attached to my process it would align with the "define" phase of the double diamond

Design Time!

Its time to start designing! I went through the process of building a foundation of knowledge that informs the issues im trying to address. I was then able to make sure these problems are addressing the needs of actual people. In short the first step I undertook was establishing the foundation/groundwork for my project. A beautiful home cannot be built on a weak foundation. Before building my beautiful "architectural masterpiece" I needed to come up with "architectural drafts" of the potential home. I need to know what I'm building and for whom. This phase can be thought of as the define phase. And now with my foundation and drafts I can start potentially building! However, unlike houses (maybe) my project is constantly under construction. All elements are constantly iterated against. Sometimes I go back to the discovery phase and come up with new ideas, other times I might improve upon my persona in the define phase because new research I'm looking at reveals to me that this persona may not be representative of a real potential human that might use these platforms.

In this divergent tangible design phase, I started creating user flows that my personas would navigate through when they use my potential redesigned social network experiences. Creating the user flow before the wireframes is important because it makes sure your wireframes don't have any gaps and are usable. In a way, these user flows are divergent in the potential ways I might design a "flow" but they are also "convergent" as I will iterate upon and choose the best possible user flows. I then like to turn these user flows into low-fidelity paper wireframes. Doing it on paper is important because personally, I feel it keeps an "unfinished/divergent" attitude to the wireframes. If you jump straight into Figma we usually get a bit too caught up in the way it needs to look and that can slow down our creative juices. When I'm making paper wireframes I'm being creative as possible and turning my divergent thinking brain over 9000.

Once I've decided on the best lo-fidelity paper wireframes I then convert them into lofi wireframes on figma or any other rapid prototyping tool (Figma is my personal choice based off its collaborative tools, it’s also free!) This stage of the design process is more convergent and may be labelled as the "deliver" phase. This is when I refine down to exactly the wireframe designs I know are the best and refine them to perfection, viola!

However, the design process never stops. I am constantly iterating, even if it's in my head. Being able to think critically and make small adjustments to your design as you go is something I try to do and its something I am continually working on. Nothing is final. The pursuit of excellence is everlasting and learning, improvement and iteration never stops (unless you have a deadline (lol)

Exploring The Problem:

I started by creating a mindmap to allow myself to get all my thoughts and ideas onto something tangible.

This allows me to establish early linkages, break down large ideas into smaller components, and starts to set the groundwork for research that I’ll have to undertake. I decided on exploring “connection” and the ways in which we could foster genuine connections on social media through design. This was due to earlier research I’ve done in which I found that although social media does increase connectedness it mainly does so by increasing “shallow” connections and not meaningful ones (Twenge, 2013). After putting my general ideas onto a whiteboard. I wanted to elaborate and refine these ideas into something that can effectively show the relationships that different social media platforms have, who uses them, and why

ERAF Systems Diagram:

I decided that an ERAF Systems Diagram would be a great way to effectively visually communicate the different relationships that exist based off my initial whiteboard divergent brainstorm.

ERAF System Diagram's show the entities, relations, attributes and flows of a system. It is a very efficient analysis tool to quickly get a holistic view on a system to be changed. The ERAF Systems Diagram works on two levels. It synthesizes a system from all its components, and simultaneously analyzes a system to uncover existing or emerging problems, gaps, or disparities.

The main entities that exist with my problem focusing on Social media are: People, Methods, Social Media and Events. People refers to the different types of people that use social networks. Each Individual/Group may use social media for different purposes.

Methods refers to the ways in which the social media applications connect users.

Social media refers to the different social networks currently in the market And Events refers to the reasons why people use social networks. I chose to use the word "Event" since social networks in their base form exist for the transfer of event based information. This may be entertainment based, keeping up with friends/family events, informational/educational events etc


Academic Research:

I personally felt I needed to conduct a literature review to gain an academically based understanding on connection, its relationship to social media, the effects social media has on our wellbeing, and the ways in which I could redesign existing social media networks to improve genuine connection and therefore overall wellbeing and happiness.

I produced a 2800 word literature review that aimed to deepen my understanding of the ways in which I could potentially redesign existing social networks, by improving/modifying their methods of interaction to facilitate genuine connection building, and not weak ties as defined by (Twenge, 2013).

Being able to back up my redesign changes with peer reviewed research makes sure I'm addressing the correct problem and strengthens my argument for why current social media and the design implementations that exist are detrimental to our mental health and wellbeing.

Overall I managed to cite over 23 peer-reviewed research articles that have informed my understanding. My research focused on investigating what defines social networks/media and the evolution of social networks throughout our history. Understanding the history and development of social media is important to navigating its trajectory in the future.

I researched social bonding and human interpersonal relationships. Understanding how bonding occurs from a biological and an anthropological level informs design decisions that are made by the designers of existing social media platforms and will inform my potential redesigns.

Researching the impacts that current social media networks have on genuine connection building, and our overall well-being lays the groundwork and argument for why these platforms need to be redesigned.

I researched what connection is on a fundamental level and the differences between shallow and genuine connections, and the ways in which we can best facilitate genuine connection building on social media. I also studied and researched the ways in which connections are built on Facebook and Instagram. This is imperative to understanding the methods of interaction that exist on these platforms and how I can redesign them to drive genuine connection building.

I found that there is no universally agreed definition of what social media is:

(Kaplan & Haenlein, 2010) mention that although there is no standard definition of social media, many researchers in the field define it as being technologies that embody and enable the creation and exchange of user-generated content. (Karim et al., 2020) defines social media as a computer-based technology that facilitates the sharing of ideas, thoughts and information, through virtual networks and communities. Social Media can be categorised into several different groups; social networks, blogs, wikis, podcasts, forums, content communities and micro-blogs, among which social networks are the most used form of social media (Sadagheyani & Tatari, 2020)

Interpersonal relationships are developed through the social penetration process (Taylor, 1968).

The social penetration theory presents a framework that explains how interpersonal relationships are formed. Research has found that for relationships to last and continue, the reward that both parties benefit from needs to exceed the cost of the relationship.

The 2 brain neuropeptides which have been found to be crucially important in the formation of social bonds are oxytocin and vasopressin.

Brain imaging studies conducted on individuals viewing their romantic partners have shown that Oxytocin and vasopressin releasing regions are activated when viewing images of their partners. Evidence from sheep studies has also shown that oxytocin is released from visual cues of faces (Kendrick, 2004).

We seek to reduce uncertainty in our social environments

URT’s (Uncertainty Reduction Theory) foundational premise is that we seek to reduce uncertainty in our social environments. Berger and colleagues found that people always modify situations to increase certainty in all interactions (Berger, 1979)

(M. Lee et al., 2001) defines connection as the degree to which we feel close to others and that we belong to a larger group

(Rideout et al. 2010) shows how humans are social creatures in which companionship with others is crucial to our happiness and overall well being. Social connection with other people gives us fulfilment and a sense of belonging, however, a lack of genuine social connection increases the risk of mental health issues, such as depression, anxiety, and suicidal ideation (Karim et al., 2020). Research shows that although social networks such as Instagram and Facebook do increase social connectedness, it does so by increasing shallow connections and does not fulfil us with the genuine connections that are reinforcing to our mental wellbeing. These shallower, more superficial connections are known as “weak ties'' (Twenge, 2013)

Connection overload is caused by being exposed to hundreds if not thousands of notifications on a daily basis from friends, family, coworkers, acquaintances, celebrities, and those in your network.

This constant bombardment of information is unnatural based on our evolutionary history, in which we were only connected with news of those directly around us (LaRose et al., 2014). Being constantly connected is associated with higher levels of anxiety, higher rates of depressive symptoms and feelings of helplessness (LaRose et al., 2014)

The five potentially harmful methods of interaction towards genuine connection building and our overall wellbeing:

the infinite scroll effect, time based scarcity viewing of information, like/react buttons, and the individual input method used for connecting users ie text vs imagery vs audio/video, and read receipts

The infinite scroll effect is used intentionally, social networks are designed to be addictive

They are designed to keep us on the application for as long as possible, as this presents more opportunities for advertisers to generate revenue through advertising (Collins, 2020). The reason infinite scrolling works can be explained through the psychology of BF Skinner and his theory of operant conditioning (Mcleod, 2022). In Skinner’s research, he found reinforcement of behaviours with a variable-ratio schedule to be the most effective at reinforcing/encouraging behaviours. These behaviours become addictive (Mcleod, 2022). This is due to the fact that when behaviours are reinforced with a variable ratio we don't know when to anticipate whether we will receive reinforcement - this keeps us guessing and hoping that our behaviour will be reinforced with a pleasure stimulus. Hence this is what makes the infinite scroll so addictive, we anticipate finding something valuable, interesting or entertaining and keep on scrolling, endlessly (Mcleod, 2022)

Time-based scarcity viewing of information, such as Instagram stories which are viewable for only up to 24 hours and Snapchat’s 10-second viewing duration of snap messages are harmful

Due to our intrinsic nature of wanting to reduce uncertainty as mentioned through uncertainty reduction theory (Berger, 1979)

Like buttons are addictive for the very same reason we find infinite scrolling addictive:

It is due to operant conditioning (Collins, 2020). When we create a post, or share an image/story that gains likes/reacts it results into 3 of the most powerful reinforcements we get as humans; attention, approval, and affection from others. These reinforcers encourage us to post more, share more, and overall stay on the platform for longer (Collins, 2020)

Text based content is the primary way in which connection is built on the Facebook platform:

Studies have shown that compared to text messages, emails and other forms of text based communication, talking over the phone or by computer facilitates stronger social bonds (Kumar & Epley, 2021). Kumar suggests we should “type less and talk more” as people undervalue the positive relational outcomes of using voice compared to text alone. From the literature we can see that although image/text based sharing methods may be good for engagement and interaction, if our aim is to increase the ability of genuine connections to be made digitally, then an increased emphasis on audio/video communication needs to be placed on social networks, and integrated through design.

Read receipts are a potentially harmful design interaction as according to (Rutledge, 2019)

Rutledge states that the effects social media has on our wellbeing are that “read receipts can set us up for unrealistic expectations that go against the realities of human communication and they can also cause us to feel anxious”

Social media addiction is thought to affect 5% of young people, with social media being described as addictive as cigarettes and alcohol (Health Rsfp, 2017)

Recent research suggests that heavy users of social media (2+ hours a day) are more likely to report poorer mental health such as psychological distress (Health Rsfp, 2017). Studies from (Wang and Saudino, 2011) show that social media use causes less positive mood. (Brooks, 2015) correlates social media use with decreased happiness, and (Kross et al., 2013) has shown social media use to be correlated with decreased life satisfaction. It’s been shown that limiting social media use does have a positive and direct impact on well being over time, especially for decreasing symptoms of loneliness and depression (Twenge et al., 2018; Hunt et al., 2018)


Competitive Analysis:

I conducted a competitive analysis on current social media networks to see how they differ and the impacts each network may have on connection/wellbeing based on their specific design choices:

Product Mapping:

I fleshed out my competitive analysis into a Product Map that rates each of the 4 social media platforms on its connection building ability rated against the impact it has on wellbeing and happiness. This was fueled by research from (O'Keeffe & Clarke-Pearson, 2011), Health RSfP (2017), and (Karim et al., 2020)

Potential Primary Research:

Due to time constraints, I did not have the ability to conduct primary research, which in my case would consist of primary interviews, focus groups and usability studies. The first set of interviews are going to gather experiences and general information on the experiences people have had on social media while the questionnaires are going to go more in-depth on how each social platform may have influenced their connection building and overall wellbeing respectively I will also conduct user interviews to gain more experiences on their respective pain points on using different social platforms and gleam more insights into their life. This will help me in constructing my empathy map and making my design more human centred.


How Might We?

“How might we” make social media more beneficial to long term happiness and wellbeing - This how might we was based mostly on my own ideas but I managed to ask various friends during my day to day, and in the design studio to get more varied and unique insights. I like to begin working on paper and then transfer that to a digital medium. I also adapted my how might we questions into an affinity map so that I'm able to see the different relationships that exist

Empathy Map

For my redesign changes to improve the wellbeing of people, I need my design to constantly be built around humans first.

Everything I do, needs to be brought back to an individual. Someone with a name and identity who will benefit from my redesigns and someone that I will truly help.

I personally dont subscribe to the term of “human-centred design” because even then it lumps us into groups and doesn’t embrace our individuality and unique lived experiences.

In making my design more people-focused and “tangible” I first started with creating an empathy map that allows me to start ideating on the ways individuals may think, feel, do, and say in relation to how social networks may affect their lives.

I always start on paper


Persona Building:

I created 3 personas based on my literature review, empathy map, and previous research.

Ideally, personas would be driven by primary research such as interviews. However, due to time constraints, I was unable to conduct interviews and that is a bias and weakness of my current project which has to be acknowledged. From these personas, I constructed pain points, user stories, and problem statements for each persona. I started my persona creation process on paper as well. I always like to start on something tangible and then transfer that to a digital medium. Being able to feel something with my own hands, adds to my creative energy and allows me to think of ideas faster.


User Flows:

I started creating user flows that my personas and potential users would navigate through as they use my suggested Instagram/Social Network redesign.

Creating the user flow before the wireframes are important as they make sure that your wireframes don't have any gaps and are usable


Low Fidelity Paper Wireframes

I like to start ideating potential low fidelity wireframes on paper as it's still a divergent thinking process, and I want to be as loose and free with potential ideas.

If I jump straight into Figma I feel I'd get too attached to a particular design and may start worrying about small details instead of focusing on the bigger picture of the design.


Design Inspiration & Reasoning

My User Interface draws inspiration from Discord and the PS Vita UI.

At the same time I wanted to retain the identity of Instagram as much as possible, as these wireframes are a proposed redesign of the existing Instagram Mobile App. I wanted to convey feelings of openness, calmness and a sense of playfulness when using the application. Redesigning the UI so it doesn’t have any of the destructive design implementations that I discovered in my research was also important. Such as designing interfaces without infinite scroll, but still retaining maximal functionality

My redesigns are grounded in research. Through my research I’ve discovered that the best way to build genuine connections and improve our wellbeing overall would be to create a platform in which people are mainly connected through video/audio.

Furthermore emphasising smaller networks but that are closer knit, rather than large superficial networks also promotes genuine connection building. This is why I drew inspiration from the discord UI which places an emphasis on user generated “channels”. My bubble design inspiration was partly inspired by the PS Vita OS. I believe having softer corners, more ellipses, less sharp edges, and fewer rectangles enhance the feeling of calmness and playfulness in your design. Everything feels less “constructed” and instead feels more fluid and “perfectly imperfect”. There are of course downsides to this design that I realised, and I will mention them in my reflections.


Low Fidelity Wireframes & Prototype in Figma


Reflections:

I think my first reflection of this design project is just realising how big of an undertaking it actually is. To truly redesign the Instagram platform and other social networks to improve connection and wellbeing would definitely require much more than 1 month’s of work. Because of this I didn't have enough time to create beautiful high fidelity wireframes of my proposed redesign and have the time to iterate upon them.

This was my first design project ever.

I’m very inexperienced and I’m still not at a level where I can truly do this redesign justice, especially in regards to my current visual design skills. However I do feel the foundational premise of my project still holds. The research is there. I just need time to develop my interface design skills and expand upon my persona building and research by conducting primary interviews, questionnaires and usability studies throughout my prototyping phase. I definitely want to continue working on this project over my semester break, especially in regards to developing beautiful high fidelity wireframes & prototypes. I have begun a Figma masterclass and am currently reading a book on user interface design which I believe will equip me with the skills to create a great product. I firmly believe designers cant just “think” but have to “do” as well. I’m still lacking in that field and will never stop refining my craft.

In regards to Persona building I feel they are inherently biased if created by the same person that is designing the platform/product. The designer will always unconsciously fit the persona to the product they are building no matter how much research they conduct or how much they try to remain unbiased.

I think persona’s should be developed by the marketing departments and/or a dedicated UX Researcher and then for that to be passed on to the UX designer to design with. I do feel in industry currently that not enough care is taken with persona building. It is done, “just to be done”. To truly make your design “human centred” you need to expand on the personas you create and truly bring them to life. I don’t think you can get by with using sticky notes and attaching them to an arbitrary name.


Acknowledgements:

I would like to give a special thanks to Diana Albarràn González for all her help and support throughout my design project. At first, I was quite daunted by all the things I’d need to get done, especially as this is my first design project. She inspired me to just get started. I’m very grateful to have her as a mentor and am very appreciative of all the guidance she has given me thus far.


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