mobile design

Gather

Gather is a mobile platform designed to bridge the gap between social intention and action. While maintaining meaningful adult relationships requires significant intentionality, many individuals lack a structured system to facilitate it. Existing "discovery" tools often fail by ignoring specific group dynamics, budgets, and energy levels, leaving the burden of organization on a single social planner who eventually burns out.

ROLE

UX/UI Designer, UX Research, Branding

TOOLS

Figma, Illustrator, Procreate

TIMEFRAME

October - December 2025

The challenge

To lower the activation energy required for human connection by transforming planning from a chore into a low-friction, shared experience. Gather aims to combat the modern "loneliness epidemic" by providing the digital infrastructure needed for regular, intentional connection.

Design process

OVERVIEW

  • Project Context

  • Research Approach

empathize

User research

This project is rooted in a widely shared but rarely talked about problem: adult friendships are hard to maintain, and the tools to support them don't exist. Research consistently points to a loneliness epidemic among adults not because people are isolated, but because the infrastructure for regular, intentional connection is missing.

approach

To understand the friction points in social coordination, I conducted qualitative interviews across three distinct relationship archetypes: a romantic couple, a college friend group, and a parent managing family logistics. Despite differing life stages, a universal set of pain points emerged.

main Interview Questions

  1. Walk me through the last time you made plans with someone — how did that actually go from idea to happening?

  2. When you're trying to decide what to do with a group, how does that conversation usually unfold? Who drives it?

  3. Imagine an app suggested three personalized activity ideas for your group based on your mood, budget, and weather. How would you react to that? What would make you trust or distrust the suggestions?

  4.  When you're planning something for a mixed group — different ages, energy levels, or preferences — how do you navigate that?

  5. Have you ever felt like a friendship faded not because anything went wrong, but just because life got busy? What did that feel like?

OVERVIEW

  • Key Insights

  • User Personas

  • User Flows

define

key insights

PLANNING BURNOUT

Coordination consistently defaults to one person, leading to decision fatigue and exhaustion.

group chat chaos

Standard messaging platforms become chaotic once a group exceeds eight to ten people, causing plans to evaporate before they are finalized.

group chat choas

reconnection Barrier

Users feel guilt over "faded" friendships but find the perceived effort of reaching back out to be daunting or formal.

privacy

While users value personalization, there is a clear boundary regarding data privacy; any feature that feels like surveillance is a hard dealbreaker.

user personas

I developed two core personas to represent the primary and secondary user segments:

user flows

I designed three simple paths to make the app easy to navigate:

  • Smart Planning: The app asks about your mood, budget, and energy to suggest the perfect activity instantly.

  • Easy Group Decisions: Instead of arguing in a chat, friends can vote anonymously on a few ideas to reach a quick decision.

  • Staying Connected: The app tracks how long it’s been since you last saw someone and sends a nudge to reach out.

OVERVIEW

  • Information Architecture

  • Iterative Design

ideate

information architecture

The Information Architecture for Gather is built around five pillars to ensure a streamlined, intuitive navigation experience:

  • Plan: A contextual input system for individuals or families to generate AI-powered activity suggestions.

  • Group: A coordination hub for session management and anonymous voting to reach consensus without debate spirals.

  • Connections: A relationship health dashboard that tracks "last seen" data and provides subtle nudges before friendships fade.

  • Memories: A gallery of photos and notes from previous hangouts to reinforce the value of quality time.

  • Profile: A management area for preference defaults, budget limits, and privacy controls.

Ideation & Iterative Design

After the information architecture was solid, I started sketching wireframes surrounding the main navigational items. Spilling initial ideas into pen and paper helped me compile and organize my ideas for the high-fidelity product.

Design System

OVERVIEW

  • The Final Solution

  • Core Features

  • Prototype

prototyping

the final solution

The Gather app provides a seamless, data-rich yet digestible experience, empowering users to move from "we should hang out" to a fully planned, memorable experience.

Core features

spontaneous mode

An AI feature that provides quick hangout ideas for those willing to try anything.

relationship health

Proactively monitors connection health and provides low-pressure prompts to reconnect with friends.

PLANNING BURNOUT

anonymous voting

Eliminates "decision fatigue" by allowing groups to reach a consensus on activities without chaotic group chat debates.

Easy Logistics

Provides a complete plan, not just a starting point, to reduce the mental load on the organizer.

By focusing on usability, clarity, and visual appeal, Gather presents social planning in an engaging, intuitive manner, encouraging users to maintain their connections consistently and take proactive steps toward deeper friendships.

OVERVIEW

  • Retrospective

Reflect

Retrospective

This project reinforced the importance of user research and iterative design in creating meaningful digital experiences.

If I were to refine this project further, I would:

  • Expand User Testing: Conduct unmoderated usability testing with a broader demographic to validate the logic of "The Glow Test."

This case study showcases how human-centered interactive design can transform complex data into a compelling, user-friendly experience, bridging the gap between information and action.

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