Blend
Gamification, UX Research, Visual Design.
Blend is an icebreaking solution designed to reduce isolation and build meaningful connections among solo travelers. This solo project evolved from a physical card game concept to a digital app that gamifies social interactions through thoughtful questions and character-driven experiences.
Brief:
How can we reduce loneliness and isolation for solo travelers and help them build better connections?
Roles:
Design Thinking, User Research, UI & Visual Design, Prototyping, Game Development
Timeline:
2 months
The Journey in a nutshell.
Challenge
The core challenge was addressing loneliness and isolation among solo travelers. Through field research from Pune to Goa, key pain points were identified including limited activities, financial constraints, decision-making difficulties, trust issues, relationship insecurities, lack of support systems, and boring hostel environments with temporary social structures. The primary question became: How can we reduce loneliness and isolation for solo travelers and help them build better connections?
Process
The project began with immersive field research during a Pune to Goa trip, providing firsthand insights into traveler challenges. User interviews and ethnographic studies explored how people respond to intimate questions and meaningful conversations. The design evolved from an initial physical card game concept intended for hostel environments to a digital mobile app, recognising the need to bridge physical and virtual connections while maintaining the tangible benefits of structured social interaction.
Methodology
The approach combined design thinking principles with user experience design, game design, and empathetic problem solving. Tools included Figma for UI/UX design, Illustrator for visual design, Blender for 3D modeling, Procreate for illustration, and Sketch for prototyping. The methodology emphasized human-centered problem-solving, focusing on reducing barriers to social connection through gamification to make interactions less intimidating.
Insights
Research revealed that people are more receptive to meaningful conversations when approached through structured, game-like formats. Physical tangibility initially helps users feel comfortable before transitioning to digital interactions, and gamification significantly reduces the intimidation factor in deep conversations. Key learnings included understanding communication and interaction dynamics, recognizing different perspectives on familiar problems, and identifying the gap between creative vision and technical execution skills.
Outcome
The final product, Blend App, features the tagline "Meet. Interact. Connect." and includes five character categories designed to facilitate different types of meaningful interactions: Step Out (comfort zone expansion), Vent Out (emotional expression), Mash Up (diverse experiences), Active (mental and physical engagement), and Gratitude (positive reflection). The visual identity combines two "B"s merging into a human figure, with a welcoming color scheme that prioritizes approachability over intimidation. The solution successfully bridges digital distance with human connection, specifically addressing solo traveler loneliness through thoughtful, game-based social interaction.