

Find Your People, Join The Scene!
Figma Prototype




Project Overview
Problem Statement
Tufts Students need a centralized platform for discovering, managing, and promoting campus events to stay engaged and make the most of their on-campus experience.

Tools Used
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Figma
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Qualtrics
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Canva
Skills
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UX Design
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Survey Conducting
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Qualitative & Quantitiave data analysis
Role
Nancy Yang -- UX Designer​
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Brigitte Tang -- UX Designer
Ally Lee -- UX Designer
Laquasha Belle -- Marketing
Stakeholders
​Tufts University Students
Tufts University Faculty
Tufts Community Union
Tufts University Administration
Current User Issues
Clubs: Unable to reach the audience outside of their social media followers and mailing list​
General Students: Unable to find activities and clubs that interest them
Timeline
November, 2024 - Current
Deliverables
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Figma Prototype
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8-minute pitch presentation
Result
Won first place at Tufts Producthon Competition 🎉🎉🎉

Tufts Events Experience Survey (with 70+ responses)
Goal
This survey aims to bridge the gap between students and organizers, fostering a more vibrant and interconnected campus community.
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Understand Student Satisfaction: Assess how well current campus events align with the interests of college students and how easy it is for students to discover and attend these events.
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Identify Event Gaps: Gather insights into what types of events students feel are missing or underrepresented on campus.
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Support Club Organizers: Evaluate how effective current event promotion methods are for club event coordinators and identify challenges they face in attracting sufficient turnout.
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Enhance Campus Engagement: Use the findings to provide actionable recommendations for improving the campus event experience, making it more inclusive, accessible, and enjoyable for all students and club organizers.
Survey Design & Reasoning
This survey design prioritizes inclusivity, neutrality, and user-friendliness to maximize participant engagement and data quality. By using a mix of question types, logical flow, and thoughtful design elements, the survey aims to uncover actionable insights to improve campus event experiences for both students and club organizers.
Let me know if you'd like to refine or test specific parts of the survey!
Design Laws and Principles Used

Hick’s Law
The time it takes for a person to make a decision increases with the number of options.
Survey application:
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Limited the number of options in multiple-choice questions to avoid overwhelming participants.
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Used dropdowns for demographic questions with many options (e.g., age, gender identity) to reduce cognitive load.

Miller’s Law
The average person can hold 7 ± 2 items in working memory.
Survey application:
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Grouped related questions into logical sections to make the survey easier to process.
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Avoided excessive information in each question, keeping prompts concise and focused.

Peak-End Rule
People judge an experience based on its most intense points and the end.
Survey application:
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Kept the survey engaging with clear, simple early questions.
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Concluded the survey with open-ended questions, allowing participants to share personalized feedback and leave feeling heard.

Fitts’s Law
The time to interact with a target depends on its size and distance.
Survey application:
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Ensured clickable areas for options (e.g., Likert scale points, multiple-choice answers) were large and well-spaced to prevent misclicks, especially for mobile users.

Zeigarnik Effect
People remember incomplete tasks better than completed ones.
Survey application:
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A progress bar was used to visually indicate how far along participants were, encouraging completion.

Jakob’s Law
Users prefer interfaces that behave like those they are already familiar with.
Survey application:
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Followed common conventions for survey design (e.g., Likert scales for satisfaction, dropdowns for demographic questions) to make the survey intuitive.
Sample Survey Questions
Survey Introduction

Demographics Questions

Behavioral Questions



User Satisfaction & Painpoints
