Project Overview
-
real-world connections. Existing friend-finding apps often feel too formal, while platforms like Meetup can lack a sense of trust or immediacy.
JoinMe was designed to bridge this gap by helping people connect through shared interests in a low-pressure, authentic way. The platform makes it easier to meet new people in real life by allowing users to quickly find and join plans based on common interests and skill levels.
-
As the UX designer on the team from Oct 2023 to Aug 2025, I led the design of the end-to-end user experience, from mid-level development to final product launch on the App Store, working closely with founders and developers in a fast-paced startup environment.
-
Launched on App store May of 2025, project has been discontinued due to funding
Problem
Young adults are experiencing rising loneliness, with reports like the U.S. Surgeon General highlighting a growing social disconnection crisis.
The current market space is dominated by platforms like Bumble BFF and Meetup. However, they often feel:
- Awkward, depending on user-led planning with strangers, creating friction
-Too similar to dating
-Unclear or unsafe in real-world settings
As one user put it:
“Friend-finding apps feel more like a date, and it’s awkward.”
Despite wanting connection, users struggle to translate intent into natural interaction.
Opprotunity
Design a social experience that removes social friction by centering connection around pre-planned activities instead of open-ended coordination.
Instead of “what should we do?”, users:
Join pre-formed, specific plans
Match based on shared skill level + interests
Enter interactions with built-in common ground
As one user shared:
“It gives us automatic common ground and something to talk about.”
This shifts the experience from meeting strangers to doing something together; making connection feel more natural, comfortable, and repeatable.
Process
Discovery & Research
To make activities feel authentic to each community, I conducted expert interviews with experienced participants across running, climbing, skiing/snowboarding, and yoga.
The goal was to understand how people assess compatibility, communicate skill level, and organize meetups.
Key factors identified:
Skill level
Activity terminology
Gear/preparation
Commitment expectations
Yoga
Style type
Experience Level
Environment Preference
Climbing
Trust/safety
Difficulty ratings
Equipment expectations
2.Defining the User Experience
Research revealed that successful meetups depended on more than shared interests—users needed confidence that an activity matched their skill level, expectations, and social preferences. To reduce friction and make connection feel more natural, I focused on designing an experience centered around clarity, trust, and low-pressure interaction
-
Problem: People wanted friendship without the pressure of “matching” or awkward messaging.
Design decision: Make activities the center of interaction.
-
Problem: Shared interests alone weren’t enough.
i.e. A beginner runner and marathoner ≠ good match.
Design decision: Surface expectations upfront.
-
Problem: Users want to browse many activities quickly. Reading paragraphs = friction.
Design decision: Create a visual language.
-
Problem: Meeting strangers for real-world activities creates uncertainty.
Design Decision: Introduce trust signals that feel social, not transactional.
add pic of activity feed
pics of iconography in action
show profile features (XP, cards, photo verification)
3.Iteration, Feedback & Product Evolution
Running
Pace
Mileage
Route preference
show more about card anatomy + tags + filters
Ski/Snowboard
Skill level
Riding Style/Vibe
Session duration
Show more detailed activity card
Working in an early-stage startup meant the product evolved quickly. Rather than large formal testing cycles, design decisions were refined through close collaboration with development, lightweight user feedback, and rapid iteration as new insights emerged.
Agile Collaboration
Early User Feedback
Product Refinements
Reflection
What I learned
Designing for trust matters as much as functionality
JoinMe taught me that successful social products require more than features, they require trust. Because users were meeting unfamiliar people in real-world settings, experience profiles, activity metadata, XP systems, and social proof became just as important as usability in reducing uncertainty and increasing confidence
Research is only valuable if it shapes decisions
Conducting expert interviews reinforced the importance of turning research into actionable design decisions. Insights directly informed activity structures, iconography, and compatibility signals, helping experiences feel more authentic to each activity community.
Designing in startups requires adaptability
Working in an early-stage startup taught me how to design under ambiguity and iterate quickly alongside development. Balancing ideal UX approaches with speed, feasibility, and evolving priorities became an essential part of the process.
Improvements/future directions
Evolving from planning to shared experiences
One opportunity we began exploring was expanding JoinMe beyond activity planning into a more expressive, community-driven experience. While the platform successfully supported organizing meetups, long-term engagement depended on giving users reasons to return after activities ended.
Creative activity storytelling
To encourage continued engagement, we explored features that allowed users to create visual collages from completed activities. Rather than simply posting photos, users could curate memories from hikes, ski trips, yoga sessions, or group runs in a more personal and artistic way.
This direction aimed to transform JoinMe from a scheduling tool into a space for shared identity and storytelling; encouraging users to reflect on experiences, showcase interests, and strengthen community trust through authentic participation.