finddy: find your buddy to boost your study

finddy: find your buddy to boost your study

✨ Finddy: Find Your Buddy to Boost Your Study ✨ Make studying more fun & productive, even during the pandemic! In a time where physical interaction is limited, Finddy is your smart solution to find study buddies who share the same interests and academic goals. Connect, collaborate, discuss, and achieve more together—no matter where you are.

✨ Finddy: Find Your Buddy to Boost Your Study ✨ Make studying more fun & productive, even during the pandemic! In a time where physical interaction is limited, Finddy is your smart solution to find study buddies who share the same interests and academic goals. Connect, collaborate, discuss, and achieve more together—no matter where you are.

Category

May 15, 2024

Application Design

Application Design

Services

May 15, 2024

Mobile Design

Mobile Design

Client

May 15, 2024

Competion Project

Competion Project

Year

May 15, 2024

2021

2021

Background

From early 2020 to 2022, the Covid-19 pandemic affected nearly every country worldwide, including Indonesia. During this period, society was required to stay at home, with learning activities shifting online. However, students encountered several challenges, such as:

  • A decline in learning motivation.

  • Difficulty in finding study partners.

💡 According to U-Report, 69% of students reported feeling bored during online learning, which often led to reduced motivation. Internal user research with 30 respondents also confirmed this issue.

💡 Previous studies further support these findings:

  • Dursun, Oskaybaş, & Gökmen (2013) highlighted the impact of service quality on distance education.

  • Ma’shumah & Muhsin (2019) showed that motivation, discipline, study methods, and peer interaction significantly affect learning readiness.

Method

🧩 Understand the Context

At this stage, observations were conducted to identify issues related to students’ motivation during online learning. It was found that many high school and university students experienced a noticeable decline in motivation when learning remotely.

Based on these findings, the application was designed with a primary focus on addressing the motivational challenges faced by students in online learning environments. Therefore, the main target users of this project are high school and college students who need support in maintaining engagement and consistency during virtual study sessions.

Research

At this stage, user research was conducted to gather insights from potential users.

Conclusion:
Based on the findings, we designed a platform with the following goals:

  • To help increase or restore students’ learning motivation through the presence of study friends.

  • To provide a way for students to find study partners by field or interest.

  • To serve as a space for discussing problems encountered during online learning.

  • To reignite enthusiasm and motivation for students.

Solution

Navigation
Wireframe
Hi Fi Design
Design Decision & Flow Features
  1. The feature displayed is a discussion forum that enables users to interact with others and exchange insights on general topics. This supports the application’s main goal of fostering interaction with study partners, thereby boosting user motivation.

  2. The feature displayed is the Pomodoro Timer, which allows users to set study durations. It helps improve focus by using a countdown technique.

  3. The displayed feature is the Study Friend Search, which enables users to connect with others on similar or different topics. Through this feature, users can share interests or learning topics via a private chat page.

Prototype

s.id/PrototypeFinddy

Testing

In this usability evaluation, two methods were applied: Cognitive Walkthrough and the User Experience Questionnaire (UEQ).

The Cognitive Walkthrough method was used as an exploratory approach to assess how effectively users can perform tasks within the application. This method highlights the step-by-step interactions, helping to identify potential difficulties faced by users.

To complement this, the UEQ was applied using the 26-question version to capture user perceptions of the application experience. The UEQ evaluates six dimensions: Attractiveness, Clarity, Efficiency, Dependability, Stimulation, and Novelty.

Testing Result

The results (shown in the chart) indicate that:

  • Attractiveness, Clarity, and Stimulation received relatively high ratings, reflecting positive user engagement and motivation.

  • Efficiency and Dependability scored moderately, suggesting that improvements are needed to enhance task speed and user control.

  • Novelty obtained the lowest score, showing that users perceived limited innovation in the application.

Overall, the application demonstrates a generally positive user experience, but further development is recommended to improve efficiency, dependability, and especially innovation.

Design Critiques

  1. Profile page and edit profile look different when compared to all existing pages.

  2. The navigation on the chat room page is still confusing.

  3. The friend request icon on the study buddy page is less common.

Background

From early 2020 to 2022, the Covid-19 pandemic affected nearly every country worldwide, including Indonesia. During this period, society was required to stay at home, with learning activities shifting online. However, students encountered several challenges, such as:

  • A decline in learning motivation.

  • Difficulty in finding study partners.

💡 According to U-Report, 69% of students reported feeling bored during online learning, which often led to reduced motivation. Internal user research with 30 respondents also confirmed this issue.

💡 Previous studies further support these findings:

  • Dursun, Oskaybaş, & Gökmen (2013) highlighted the impact of service quality on distance education.

  • Ma’shumah & Muhsin (2019) showed that motivation, discipline, study methods, and peer interaction significantly affect learning readiness.

Method

🧩 Understand the Context

At this stage, observations were conducted to identify issues related to students’ motivation during online learning. It was found that many high school and university students experienced a noticeable decline in motivation when learning remotely.

Based on these findings, the application was designed with a primary focus on addressing the motivational challenges faced by students in online learning environments. Therefore, the main target users of this project are high school and college students who need support in maintaining engagement and consistency during virtual study sessions.

Research

At this stage, user research was conducted to gather insights from potential users.

Conclusion:
Based on the findings, we designed a platform with the following goals:

  • To help increase or restore students’ learning motivation through the presence of study friends.

  • To provide a way for students to find study partners by field or interest.

  • To serve as a space for discussing problems encountered during online learning.

  • To reignite enthusiasm and motivation for students.

Solution

Navigation
Wireframe
Hi Fi Design
Design Decision & Flow Features
  1. The feature displayed is a discussion forum that enables users to interact with others and exchange insights on general topics. This supports the application’s main goal of fostering interaction with study partners, thereby boosting user motivation.

  2. The feature displayed is the Pomodoro Timer, which allows users to set study durations. It helps improve focus by using a countdown technique.

  3. The displayed feature is the Study Friend Search, which enables users to connect with others on similar or different topics. Through this feature, users can share interests or learning topics via a private chat page.

Prototype

s.id/PrototypeFinddy

Testing

In this usability evaluation, two methods were applied: Cognitive Walkthrough and the User Experience Questionnaire (UEQ).

The Cognitive Walkthrough method was used as an exploratory approach to assess how effectively users can perform tasks within the application. This method highlights the step-by-step interactions, helping to identify potential difficulties faced by users.

To complement this, the UEQ was applied using the 26-question version to capture user perceptions of the application experience. The UEQ evaluates six dimensions: Attractiveness, Clarity, Efficiency, Dependability, Stimulation, and Novelty.

Testing Result

The results (shown in the chart) indicate that:

  • Attractiveness, Clarity, and Stimulation received relatively high ratings, reflecting positive user engagement and motivation.

  • Efficiency and Dependability scored moderately, suggesting that improvements are needed to enhance task speed and user control.

  • Novelty obtained the lowest score, showing that users perceived limited innovation in the application.

Overall, the application demonstrates a generally positive user experience, but further development is recommended to improve efficiency, dependability, and especially innovation.

Design Critiques

  1. Profile page and edit profile look different when compared to all existing pages.

  2. The navigation on the chat room page is still confusing.

  3. The friend request icon on the study buddy page is less common.

Background

From early 2020 to 2022, the Covid-19 pandemic affected nearly every country worldwide, including Indonesia. During this period, society was required to stay at home, with learning activities shifting online. However, students encountered several challenges, such as:

  • A decline in learning motivation.

  • Difficulty in finding study partners.

💡 According to U-Report, 69% of students reported feeling bored during online learning, which often led to reduced motivation. Internal user research with 30 respondents also confirmed this issue.

💡 Previous studies further support these findings:

  • Dursun, Oskaybaş, & Gökmen (2013) highlighted the impact of service quality on distance education.

  • Ma’shumah & Muhsin (2019) showed that motivation, discipline, study methods, and peer interaction significantly affect learning readiness.

Method

🧩 Understand the Context

At this stage, observations were conducted to identify issues related to students’ motivation during online learning. It was found that many high school and university students experienced a noticeable decline in motivation when learning remotely.

Based on these findings, the application was designed with a primary focus on addressing the motivational challenges faced by students in online learning environments. Therefore, the main target users of this project are high school and college students who need support in maintaining engagement and consistency during virtual study sessions.

Research

At this stage, user research was conducted to gather insights from potential users.

Conclusion:
Based on the findings, we designed a platform with the following goals:

  • To help increase or restore students’ learning motivation through the presence of study friends.

  • To provide a way for students to find study partners by field or interest.

  • To serve as a space for discussing problems encountered during online learning.

  • To reignite enthusiasm and motivation for students.

Solution

Navigation
Wireframe
Hi Fi Design
Design Decision & Flow Features
  1. The feature displayed is a discussion forum that enables users to interact with others and exchange insights on general topics. This supports the application’s main goal of fostering interaction with study partners, thereby boosting user motivation.

  2. The feature displayed is the Pomodoro Timer, which allows users to set study durations. It helps improve focus by using a countdown technique.

  3. The displayed feature is the Study Friend Search, which enables users to connect with others on similar or different topics. Through this feature, users can share interests or learning topics via a private chat page.

Prototype

s.id/PrototypeFinddy

Testing

In this usability evaluation, two methods were applied: Cognitive Walkthrough and the User Experience Questionnaire (UEQ).

The Cognitive Walkthrough method was used as an exploratory approach to assess how effectively users can perform tasks within the application. This method highlights the step-by-step interactions, helping to identify potential difficulties faced by users.

To complement this, the UEQ was applied using the 26-question version to capture user perceptions of the application experience. The UEQ evaluates six dimensions: Attractiveness, Clarity, Efficiency, Dependability, Stimulation, and Novelty.

Testing Result

The results (shown in the chart) indicate that:

  • Attractiveness, Clarity, and Stimulation received relatively high ratings, reflecting positive user engagement and motivation.

  • Efficiency and Dependability scored moderately, suggesting that improvements are needed to enhance task speed and user control.

  • Novelty obtained the lowest score, showing that users perceived limited innovation in the application.

Overall, the application demonstrates a generally positive user experience, but further development is recommended to improve efficiency, dependability, and especially innovation.

Design Critiques

  1. Profile page and edit profile look different when compared to all existing pages.

  2. The navigation on the chat room page is still confusing.

  3. The friend request icon on the study buddy page is less common.

Let's talk

Time for me:

Email:

muhamadfachri185@gmail.com

Reach out:

Let's talk

Time for me:

Email:

muhamadfachri185@gmail.com

Reach out:

Let's talk

Time for me:

Email:

muhamadfachri185@gmail.com

Reach out:

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