Meetoday encourages socializing remotely without the pressure of individual conversation
Meetoday is for remote workers who find the long days working alone isolating. Meetoday hosts a daily real-time group challenge
games/social platform. It encourages socializing remotely without the pressure of individual conversation. It connects the worker to people in a similar industry through fun group games. Unlike platforms that traditionally leaves communication up to the individual, Meetoday randomly selects a group of remote workers to take a refreshing break from their work and play a fun game.
Timeline: 5 Months
By doing qualitative research, I’d like to deeply understand the remote users’ pain points and their feelings about remote working. Second objective is to reevaluate well-known pain points of remote working such as time isolation, lack of productivity due to procrastination, team communication challenges, security risks, internet connectivity issues, and unplugging from work. The third objective is to understand their work flow and create a storyboard and user cases.
I chose to use one-on-one interview and observations.
For one-on-one interview, I interviewed 8 remote workers from different countries: Peru, South Korea, The United States, Canada, and Taiwan. I asked open-ended questions to each participant since remote working experience varies by their work style and also by environment.
For observations, I did four 30 minutes observation sessions of remote working. I planned to observe remote workers based on different time zones. The first participant worked from New York and her client worked from South Korea; 14 hours time difference. The second participant work from DC and his team worked from New York; they had no time differences. The third and fourth participants worked from New York and their teams were based in London; 5 hours time difference.
“It was difficult to make connection when working remotely. Tried to make short call just to see faces. Time difference was problem.”
“Because of time difference, I could not go anywhere at night time. It is difficult to catch up topics that teams are talking about.”
“I was not used to the the isolation place especially being alone for 8 hours. Even scheduling for lunch was difficult to do”
If employees socialize while working, they will feel less lonely during work hours.
Remote workers have time tracking, time management, lack of communications, distractions, and technology issue problems.
Talk_Speaker’s screen: Only speaker mic is on, the speaker can pick someone to speak. Audience can only raise their hand. Once selected by the speaker, their mic is on.
Talk_Audience’s screen:Audience can raise their hands to express their needs of voice.
Click each other to create a private room to talk. Click other person or room to switch.
WorkTogether is for introverted remote workers who find the long days working alone isolating. WorkTogether hosts a daily real-time group challenge /games / social platform. That encourages socializing remotely without the pressure of individual conversation. It Connects the worker to people in a similar industry through fun group games. Unlike platforms that traditionally leaves communication up to the individual. Schedules daily games with a randomized group of people in the same industry that gives them a refreshing break from their work without the pressure of making conversation or finding people to play with.
By using Explain Everything, I tested the concept with 4 users for 40 minutes. First, I gave the prompt "The challenge: Draw a screen for matching a lover" and users drew wireframes based on it. One of users was an art director, and she had no idea what she had to do. Other designers drew separately rather than collaborating. Users were not having fun and had stress while playing.
Using the Invision prototype (click to play around), I have tested with 6 remote workers. The test was done via Google Hangout because of Coronavirus isolation and remote workers' locations in all over the world.
Choosing how many people to play with is a hard decision making. 5 out of 6 users chose to play with 10 people.
Seeing credit card makes users feel too serious about gaming. Users would like to pay upfront as a subscription or would like to pay their efforts by not knowing the source.
Some users would like to play with co-workers. However, they would like to play with strangers if the company size is small.
Concept Iteration Test
To measure the approximate time and users' feeling about solving the questions, I used Zoom and 9 nonsense questions to test with 7 users. I asked users to sign up via Slack message. Users signed up for either Friendly game or Coffee bet. Users did not have much thought about spending $.50, but they said it would be little much if it's every day.
All users wondered about the answers to the questions, and they discussed about the answers. If a user doesn't know the answer, the user tends to follow a person that she/he's talking to. Users who got the correct answer tend to explain the answers to other users.
Users will get the notification 1 hour prior to the game start.
The notification will arrive to the user 1 minute prior to the game start. Users can join by clicking "View".
Move around and talk to other people at the room. As you get closer to a person, you will be able to hear and see their video. If users want to hide their video, they will show their profile picture instead. Users have a choice to watch the ads. If they choose not to watch, they won't earn a coin that day. Ads can be used for a prompt to initiate conversation.
Our Thesis class ends the semester by remote class!