ARCHIVE · 2023 · UW HCDE 518

Helping UW alumni reconnect through a digital companion

Digi-Dubs is a mobile app concept that connects UW alumni with events, people, and ways to contribute through a customizable digital husky. As lead UX designer and project manager on a team of four, I helped turn a broad question about alumni connection into a storyboard, mobile interface, and interactive prototype over ten weeks.

A digital companion alongside alumni events, networking, and ways to contribute.
A digital companion alongside alumni events, networking, and ways to contribute.
ROLE
Lead UX Designer and Project Manager
StoryboardingMobile UIProject management
TIMELINE · COURSE · TOOLS
10 weeks · Sept to Dec 2023
HCDE 518 · Team of four · Figma · Qualtrics
2 of 5
tasks flagged as confusing in testing
3
revisions to event details, filters, and navigation
From an initial usability study with three alumni participants.
TL;DR

Turned alumni research into an interactive mobile prototype. My storyboards gave the team a shared journey to translate into flows and screens. Testing five tasks with three alumni participants informed revisions to event details, filters, and navigation.

01 · RESEARCH

Finding what would make alumni participation worthwhile

We began by asking how UW could communicate better with alumni. Research shifted our focus toward the value of that contact: what would make an alum want to reconnect, attend an event, or contribute?

HOW WE FOCUSED THE PROBLEM

TEMPLATE

Improve communication between {group} when {event}.

↓

DRAFT

How might we improve communication between UW alumni and the university?

↓

FOCUS

How might we help UW alumni build a stronger connection with their university community?

Our own experiences of feeling disconnected after graduation gave us a starting point. We used a Qualtrics survey and interviews with UW graduates to understand what staying involved meant to them. The survey suggested a gap between hearing from the university and receiving information that felt relevant.

WHAT THE SURVEY FOUND
80%
Still engaged with UW online
69% reported engaging with UW offline
94%
Contacted by UW since graduating
Most respondents had heard from UW
47%
Received communication matched to their interests
Fewer reported relevant communication
Reported by UW alumni who responded to our Qualtrics survey.
DESIGN IMPLICATION

Most survey respondents had heard from UW, but fewer received communication matched to their interests. This gave us a reason to focus the concept on relevant opportunities to connect and participate.

The survey showed a relevance gap; interviews helped explain what alumni wanted instead. We grouped their feedback into networking, events, and contributions to give the team specific needs to design around.

THREE THEMES FROM THE INTERVIEWS
THEME 01
Networking
  • Connections that go beyond brief introductions
  • Networking options based on their background and interests
THEME 02
Event attendance
  • A mix of online events and events held in person
  • Recognition and perks for participating
THEME 03
Contributions
  • A clear purpose behind opportunities to contribute
  • Visibility into how contributions support the community
Themes from our interview analysis.

Across those themes, alumni wanted to see how participation connected to their interests and community. That gave us a direction: help people find a reason to get involved, then make the next step clear.

WHAT THIS MEANT FOR THE DESIGN

Connection matters

Interviewees linked their willingness to give back to feeling proud of and connected to UW.

We focused on helping alumni find people, events, and causes they cared about.

We used three personas to carry those differences into the design, from graduates unaware of alumni resources to people already active in the UW community. They helped us consider how events, networking, and giving could serve different reasons for staying connected.

PERSONA 01
Unaware Ulysses
Unaware Ulysses

Ulysses is busy with his work but open to connecting with UW for his professional interests. He is not aware of any UW alumni resources that might help.

AGE
Early 20s
EDUCATION
Bachelors
OCCUPATION
Engineer
GOALS
  • Professional networking within his industry.
  • Keeping up with the work of noteworthy UW faculty.
  • Staying socially connected to his cohort of friends.
CHALLENGES
  • UW emails do not surface useful information.
  • Giving solicitations are poorly timed.
  • Unaware of networking opportunities.
PERSONA 02
Engaged Emma
Engaged Emma

Emma is a graduate of the UW School of Social Work and works as a social worker in south Seattle. She is passionate about social justice causes and likes that UW is involved in areas that align with her values.

AGE
Mid 20s
EDUCATION
Bachelors
OCCUPATION
Social worker
GOALS
  • Professional development.
  • Community building.
  • Networking.
CHALLENGES
  • The UW events calendar is hard to use.
  • Too many random emails.
  • Reminders for events are inconsistent.
PERSONA 03
Ava Advocate
Ava Advocate

Ava is a marketing manager with a degree in marketing from the University of Washington. She thrives on connecting with people and making a difference, both in her professional life and within her alma mater’s community.

AGE
Early 30s
EDUCATION
Masters
OCCUPATION
Marketing manager
GOALS
  • A desire to give back.
  • Networking with the university community.
  • Advancing causes through UW.
CHALLENGES
  • UW emails do not surface useful information.
  • Giving solicitations are poorly timed.
  • Unaware of networking opportunities.
02 · DESIGN

Giving the team a journey to design around

With those needs in view, we explored a digital husky that alumni could personalize through their involvement with UW. I storyboarded how someone would encounter the companion, join an event, and explore ways to contribute, making the concept concrete enough for the team to discuss and develop.

01
CONCEPT

Exploring a connection beyond the screen

The early concept paired a husky plush with a digital companion. Scanning its collar would connect alumni to the app and activities at events. The sketch explored how the physical and digital experiences could fit together; the ten-week project delivered an interactive mobile prototype.

The initial concept explored a plush, a scannable collar, and a customizable digital husky.
The initial concept explored a plush, a scannable collar, and a customizable digital husky.
My storyboard follows an alum from receiving a Dub to joining an event and exploring ways to contribute.
My storyboard follows an alum from receiving a Dub to joining an event and exploring ways to contribute.
02
STRUCTURE

Translating the storyboard into flows and screens

My storyboard gave the team a shared sequence to work from. We used it to map interactions, organize the sitemap, and identify the screens to prototype. I contributed to the mobile UI as we brought the dashboard, events, networking, and achievements into a coherent flow.

The flow map translates the storyboard into interactions and decisions.
The flow map translates the storyboard into interactions and decisions.
The sitemap organizes those interactions into screens for the prototype.
The sitemap organizes those interactions into screens for the prototype.
The initial wireframes and the purpose of each main screen.
The initial wireframes and the purpose of each main screen.
03 · TESTING

Checking whether people understood the experience

The wireframes made those ideas testable. We asked three alumni participants to complete five tasks, looking at how they navigated and where they questioned a feature’s purpose. Their comments helped us see problems that task completion alone could miss.

FIVE TASKS, THREE PARTICIPANTS?2 to fix
P1
P2
P3
Onboarding process
Navigate and explore the dashboard
?
Set up a networking meeting with alumni
?
Explore alumni events
Navigate and explore achievements
Completed?Found it confusing
Two tasks drew confusion: exploring the dashboard and arranging a networking meeting. Comments also raised questions about event status and the purpose of Achievements, giving us specific parts of the experience to revisit.
Initial usability findings from three alumni participants; the study evaluated the prototype, not long-term engagement.
AFTER
BEFORE
Revisions clarified event information, added filters, and changed the main navigation.
HOW FEEDBACK SHAPED THE NEXT VERSION

We clarified event labels and details after participants asked which events they had joined. We added filters to support discovery and moved Achievements out of the main navigation when its purpose was unclear. Feedback changed what we emphasized, not just how the screens looked.

04 · THE FINAL PROTOTYPE

Carrying the feedback into the final prototype

Those revisions shaped the interactive Figma prototype below. We documented colors, typography, spacing, and visual styles to keep the screens consistent as the team refined them. The result brought the companion, events, networking, and giving into one experience, ready for further evaluation.

A palette built around UW’s colors.
A palette built around UW’s colors.
Typography choices for the app’s headings and body text.
Typography choices for the app’s headings and body text.
An 8 point spacing grid with 24px margins.
An 8 point spacing grid with 24px margins.
Visual styles for the digital companion and its customization.
Visual styles for the digital companion and its customization.
A walkthrough of the final Digi-Dubs prototype.
TRY ITExplore the Digi-Dubs prototypeOpen in Figma
Try the proposed experience, from meeting your Dub to exploring alumni activities.
05 · REFLECTION

Making a playful concept useful enough to return to

Digi-Dubs gave us a prototype and clear directions for improvement. It also left an important question open: would the companion help alumni stay involved over time? My first HCDE project taught me to separate enthusiasm for an idea from evidence that it serves the people using it.

DO DIFFERENTLY
Test the reason to use the product earlier
The digital companion was central to the concept, yet its purpose was questioned in testing. Next time, I would put a simple storyboard in front of alumni before designing the full interface and ask where the companion would add value to their experience.
KEEP
Give a playful idea a practical purpose
The husky gave the concept personality, while events, networking, and contributions gave alumni something to do. I would keep evaluating the playful elements against those needs and test whether they encourage people to return.
KEEP
Listen beyond task completion
Completing a task did not always mean its purpose was clear. Participants’ questions led us to revisit Achievements and event information. I would keep pairing task observation with questions about what people expect and why a feature matters to them.
WHAT I TOOK FORWARD

Digi-Dubs began with a broad question about alumni connection. I helped make it concrete through storyboards and mobile design, giving the team a shared journey to build and test. Feedback then sharpened the experience around clearer information and navigation. The work reflects what I bring to product design: connect research to a direction a team can act on, make the interactions tangible, and let what we learn shape the next version.