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GuessList
Founder, Concept Development, UX/UI, User Research & Branding

OVERVIEW

The Challenge

The challenge of this project was to get people to experience everyday life the way they do when they travel. When we are traveling, we regularly trigger flow states by being open to new opportunities, saying yes to new things, and meeting new people. Regularly entering states of flow has been scientifically proven to have many benefits on a persons health and wellness, so my challenge was to create a platform or service that would give users the tools to embrace everyday life the way they do when they travel, in order to tap into flow states on a regular basis. 

The Outcome

A proximity based ticket distribution service. This service offers last-minute tickets for events/games/workshops/etc. to the closest members in relation to where each event is taking place.

Role
Founder, Researcher and Designer 

RESEARCH

Research Goals
  1. What are the emotional and physical differences people experience when travelling vs. everyday life?
  2. How do different people achieve flow states and what are the benefits of this?
  3. How can flow state triggers that happen often when travelling, be replicated in everyday life?  
Secondary Research
Trend Landscape
I researched and mapped the technology and behavioural trend landscape to determine new emerging trends and how these could impact or create new markets for products and services. I then pulled out important and relevant themes within the behavioural landscape to gain better insight into where there was an opportunity space for my product or service.
Understanding Flow Triggers
Flow States and Travelling
I then compared people's experiences achieving flow states when travelling vs everyday life and created different user experience scenarios to better understand why travelling is a trigger for flow.
Primary Research 
I conducted a round of user interviews and presented my group with a set of survey questions to gain insight into how different people interpreted everyday life and when or if they would seek opportunities for new and unexpected experiences. My findings helped to validate there was an opportunity space for my product, and informed the personas to better understand my consumers.
Research Goals:
  1. What are the emotional and physical differences people experience when traveling vs. everyday life?
  2. How do people achieve flow states and what are the benefits of this?
  3. How can flow states that happen when traveling, be replicated in everyday life?  
Research Insights:
  1. . Most people believed that big events or extreme experiences were required to achieve a flow state.
  2. When people were doing something they were passionate about, they experienced flow even if they didn’t realize it.
  3. People who seemed to break routine regularly were able to resonate with feelings of "being in the right place at the right time" and "feeling alive" much quicker than others.

DEFINE & IDEATE

Goals
  1. Create a service that gives users regular opportunities to do something out of their ordinary routine. 
  2. Provide users with opportunities for meeting new people and learning new things within their own community.
  3. Create a service that triggers states of flow for users in everyday life and allows them to get the same emotional response as they do when they travel. 
Concept Brief
A subscription service distributing ticket invites to last minute events based on members closeness in proximity to where the events are taking place.  
GuessList members that receive an invite to an event have a limited window of time to accept the ticket before it is offered to the next closest member. 

By incorporating proximity-based technology and encouraging members to act quickly and spontaneously, this platform triggers many of the same emotional responses people have when travelling.
 
Once members attend the different events, they will be exposed to new people, new learning opportunities and new experiences that will further trigger flow states. 
User Journey, Experience Scenario & Behaviour Cycle