mobile app

The Third Place Dilemma

ROLE

Product Designer

duration

Aug'24 - Dec'24

  • Weather app image

PROJECT DESCRIPTION

Context

People often comment on the difference of day to day life between American and European cultures. When broken down, this can be heavily attributed to the lack of what can be called “Third Places.”

Third Places: Public spaces where people gather outside of home or work to connect with a community, meet a friend, or simply people watch.

The growing interest for comfortable but communal social gatherings has even sparked unique & creative initiatives from shop-and-sip experiences to home coffee shops and social trends like “Friend of a Friend.”

The US society and market have a growing demand yet a major lack of being able to find these in-between spaces, but why?

Creative Problem Solving Process

acceptance

  • Established common ground and shared purpose.

  • Embraced imperfections and committed to research and analysis.

  • Fostered collaboration and adaptability.

analysis

  • Used morphological analysis to explore different solution components.

  • Conducted secondary research on existing platforms.

  • Identified gaps in current solutions (e.g., lack of personalized discovery).

define

  • Synthesized research insights into a clear problem statement.

  • Used EcoMaps and Proto-Personas to refine user needs.

  • Focused on making third spaces discoverable, engaging, and sustainable.

ideation

  • Conducted brainstorming sessions informed by research.

  • Took breaks for cognitive incubation.

  • Used dot voting in FigJam for democratic idea selection.

selection

  • Evaluated ideas using a Decision-Making Chart (scoring key criteria).

  • Visualized strengths and weaknesses with a Radar Chart.

  • Chose the most feasible, desirable, and impactful solution.

Implementation

  • Designed digital wireframes in Figma (app interface).

  • Developed physical touchpoints (e.g., tote bags, QR tags).

  • Ensured a blend of digital and physical interactions for real-world impact.

evaluation

  • Self-assessment through reflection exercises.

  • Peer feedback via dry-run presentations.

  • Used D.V.F.+ Framework (Desirability, Viability, Feasibility) for product validation.

  • Defined success metrics (e.g., daily active users, retention rates).

Brainstorming

Goal: Establish a foundation for creative problem-solving by generating diverse ideas.

Process:

  • Engaged in open discussions to share thoughts freely.

  • Focused on finding common ground to align team interests.

  • Encouraged challenging assumptions and refining perspectives.

Outcome: Identified key themes and directions to explore further in the problem-solving process.

Morphological Analysis

Goal: Break down the problem into key elements and explore possible combinations.

Process:

  • Used a morphological grid to map out various features (e.g., offerings, user experience, aesthetics, pricing).

  • Conducted secondary research to compare existing platforms and identify gaps.

  • Analyzed how curated content and interactive features could enhance engagement.

Outcome: Developed a structured understanding of potential solutions, ensuring differentiation from existing platforms.

Problem Statement

Current third spaces (ex: cafes, coworking spaces, social hubs) are not seemingly profitable or economically sustainable for business owners – thus causing a lack of desire to start or open these spaces.

There has been a major shift in American society towards European travel as well as shifting away from prioritizing capitalist agendas. The intense political climate has also created a newfound desire for people to crave more enjoyment, community, and calmness. There is a clear current cultural obsession and attraction to new and innovative experiences for connection in house cafes, supper series, etc.

How we can refine our solution?

Goal: Choose the best solution based on feasibility, desirability, and impact.

Process:

  • Used a Decision-Making Chart to score ideas across key factors (market potential, ease of integration, scalability, etc.).

  • Created a Radar Chart for a visual comparison of strengths and weaknesses.

  • Combined data-driven evaluation with team discussions to ensure a well-rounded decision.

Outcome: Selected the idea that offered the best balance of feasibility, user appeal, and long-term sustainability.

Identified Problem

How might we make third spaces discoverable while incentivizing people to return regularly as part of their routine?

Solution: The literal meaning of the Greek word "agora" is "gathering place" or "assembly". The agora was the center of the athletic, artistic, business, social, spiritual, and political life in the city.

The Physical Solution

The Physical Solution slide focuses on how Agora extends beyond the digital experience to create real-world impact.

Goal: Transform Agora into a movement that not only helps third spaces survive but thrive.

Approach:

  • Leverage eco-map insights to strengthen relationships with third spaces by actively promoting them.

  • Provide Agora-branded physical products (cups, tote bags, coasters) to partner spaces to enhance visibility and engagement.

Key Objectives of Merch:

  1. Spark Conversations – Encourage organic discussions about third spaces.

  2. Fund Placemaking Grants – Support the creation and sustainability of more third spaces.

  3. Increase App Downloads – Drive engagement and adoption of the Agora platform.

Outcome: By framing Agora merch as a tool for supporting local projects, users will be more inclined to wear and share it, fostering connections while directly benefiting third spaces.

The Digital Solution

Introducing Agora!
Agora is designed to help people discover and engage with third spaces—places beyond home and work where communities connect, socialize, and thrive.

Goal: To make third spaces more accessible, engaging, and sustainable by connecting users with authentic, curated experiences.

Approach

  • Utilize personalized recommendations to match users with spaces that fit their mood and preferences.

  • Provide location-based discovery tools to help users find new spots wherever they go.

  • Introduce interactive features like a roulette option to encourage spontaneity and new connections.

Key Features

  • Home
    Searching for the latest, trendiest spots to try new drinks and meet people? Prefer a quiet tea house to relax and recharge? Agora curates third-place recommendations based on your personal preferences, ensuring you find the perfect spot.

  • Discover
    Easily explore new locations through the Discover tab. From tea rooms and wine bars to bookstores, dessert spots, and brunch restaurants—Agora helps you find vibrant spaces wherever you are.

  • Explore
    Looking to break out of your routine? Try our Roulette feature to discover a new place—and maybe even meet someone new in your area. It’s a fun way to add spontaneity to your social experiences!

Outcome

By making third spaces more discoverable and engaging, Agora aims to:

  • Encourage more people to support local businesses.

  • Foster deeper connections and social interactions.

  • Promote a thriving culture of community-driven spaces.

Agora isn’t just an app—it’s a movement to help third spaces not just survive, but thrive.

Check out the interactive mobile app prototype here