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Go Mango - MS Design Challenge

Go Mango is a platform for College Societies and Clubs that enable their proper functioning while no one is able to meet up physically. It aims to increase online collaboration amongst peers.

Duration: 20 Days | Team Size: Solo | Project Type: MS Design Challenge 2022

What is MS Design Challenge 2022?

Microsoft conducts a yearly design challenge where the participant is expected to use human-centric design and techniques to create a solution that uses digital technology to solve the identified problem. The theme for the 2022 Challenge was “Identifying Opportunities in the Remote world”. Participants were asked to choose from 4 domains - Collaboration, Learning, Well-Being, and Security. Participants were expected to identify problem statements in any one domain and give a suitable solution.

Domains for the 2022 Challenge

Topic Chosen: Collaboration

I am a member of multiple clubs in my college and know about their importance in extracurricular and academic life. I have noticed a decrease in club activity after everything went online, hence this project is an attempt to rekindle the exciting club culture at our college.

My Design Process

Understanding my User

How collaboration at clubs work?

I created a mind map to understand what factors and stakeholders are responsible for effective collaboration in a college club or society. This gave me a clear idea of whom to target and what are the processes that need to be improved.

Current User Journey

Identifying Pain Points

Analyzing Competitors

After getting to know my users and the problems that they face, I collected data about other companies trying to solve the problem of collaboration. I noted down the strength and weaknesses of MS Teams, WhatsApp, Slack, and Discord. These platforms later served as benchmarks when I sat down to create wireframes.

Brainstorming

Priority Matrix

Creating Wireframes

User Journey of Go Mango

Add a Title

Presenting Go Mango

Survey and Interview

I conducted a survey of about 50 participants and interviewed 7 people to analyze the difference in perspective about club culture from a pre-pandemic admit who has contributed to offline clubs to someone who hasn’t experienced that i.e. post-2020 admit.

During interviews, it was evident that people who had witnessed the NITR club culture in an offline setting preferred that over an online one. Furthermore, the research showed that new students are less likely to take part in a project with their seniors and peers.

Go Mango is a mobile platform that employs various concepts to provide college clubs with a full-fledged solution to manage their members and increase collaboration. The app is based on 3 pillars that promote collaboration and allow for easy management of club activities.

Conclusion

Working on this platform provided me with a great opportunity to explore how well I can deliver on problems and how I strategies and manage. I was able to closely empathize with the average student of the college and create something that would benefit the extracurricular society. I also created a solution different from the competition adding a story to my design and putting in features that would greatly benefit someone exploring new activities. 

What did I learn?

  • Empathizing with the average college student.

  • Completing the assignment within a given period of time.

  • Come up with out-of-the-box solutions.

  • Creating products that can be developed.

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