A mobile-first community platform designed to help people connect through real-world activities such as sports, dinners, workshops, and social events.
The project focused on product strategy and UX validation — defining core flows, marketplace mechanics, and user trust systems before development.
This concept was inspired by the growing need for meaningful social connections in highly transient communities like Bali.
Users are introduced to the platform through a structured onboarding flow that sets expectations and explains how the community works.
Events are the core unit — users discover people through activities, not profiles or chats.
Organizers can create activities with clear rules, participant limits, and approval logic.
Users understand what they’re joining before committing, reducing confusion and drop-offs.
Chat becomes available only after joining an event, keeping conversations relevant and purposeful.
A lightweight reputation and small deposit mechanism was designed to reduce no-shows and increase commitment.
People often express interest in activities but fail to show up due to low accountability, unclear expectations, or social hesitation.
Users want to connect through activities, but fear awkward interactions, unclear group dynamics, or mismatched expectations.
Messaging apps and existing platforms are not designed for organizing activities — they create noise instead of clarity.
Participants have little information about who is attending, how reliable they are, or whether an event will be well organized.
Designed a join flow that sets expectations clearly before commitment, reducing hesitation and last-minute drop-offs.
Centered the product around activities instead of profiles or chats, encouraging action and purposeful interaction.
Introduced lightweight reputation indicators and small deposits to increase accountability and reduce no-shows.
Enabled group chat only after joining an activity, keeping conversations relevant and eliminating unnecessary noise.
Tools used for product strategy, UX design, and prototyping.