Individual Work
Lyn Ling - Low & High Fidelity, Prototyping & Iterations, Visual Design

CoPlay is a project that reimagines gaming cafés as vibrant third places to counter the decline in face-to-face interactions within New Zealand's gaming community. As inflation and the immersive appeal of online games reduce in-person engagement, many players miss out on the social and mental health benefits of physical third places.
OVERVIEW
Third place has a vital role in our life. It is a place other than our home and workplace where "public relaxation" is encouraged, and healthy social interactions are fostered (Oldenburg, 2023). Lee (as cited by Liddy, 2023) connected third places to our social well-being because it's a crucial aspect for human beings to have a sense of community, and opportunity to escape loneliness. As such, a third place had been coined as a key ingredient to happiness (Liddy, 2023).
" Third place "

Members
My Role
Lyn Ling - Low & High Fidelity, Prototyping & Iterations, Visual Design
Angela Vizcarra - Concept Design (Lead), Research & Analysis, Testing, Presentation

PRIMARY RESEARCH
How might we encourage New Zealand gamers aged 18 to 35 to visit gaming cafés with tabletop games for social interaction to reduce the negative effects of prolonged online gaming to their mental health?

"If there were an interactive device in offline settings that could guide beginners through the game step-by-step with on-screen tutorials, their gaming experience would be much better." - PE Q15.1
Users find the use of technology to be advantageous in enhancing their gaming experience, specifically in finding guidance and assistance.
"It's just that human touch that adds a little bit more fun when you are playing with your friends or your family, or whoever you're playing with." - PC Q14
Most participants prefer collaborative gaming because they find the immersive and interactive nature of in-person gaming to be beneficial.

"Sometimes in the malls they have this chess board that's on the floor, and they have these massive pieces... Sometimes, I'll play against other people." - PB Q6.2
Collaborative gaming venues can be established in any suitable location, making any appropriate place a potential candidate for a "third place."
CHALLENGE & GOAL
Based on the insights, we reframed the problem to develop a low-cost product as a tool to support collaborative gaming.
How might we support New Zealand gamers aged 18 to 35 allowing them to participate in a low-cost in-person collaborative gaming, which results in reduced risks of prolonged online gaming?
USER FLOW
WIREFRAME & PROTOTYPING
To bridge the gap between digital discovery and real-world participation, we introduced a QR-poster system, allowing users to scan, join, and host events in a matter of seconds. This feature provided a frictionless entry point, making participation as intuitive as scanning a lobby code in an online game.

Utilize a centrally placed, large QR code as the focal point to guide users seamlessly into the app's homepage.
Accompany the QR code with concise product feature descriptions on either side, providing clear context and highlighting key functionalities to enhance user understanding and engagement during the onboarding process.
USER TESTING
Usability testing was conducted in person with 4 participants. A semi-structured interview and three sets of tasks were used for the main user. This lasted 15-20 minutes.



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ITERATIONS & HIGH-FIDELITY PROTOTYPE

Eye-catching colors for key text elements to improve engagement.
High-fidelity mockups of the app were added to highlight the main features of the product.
User ID feature to foster a sense of identity therefore increasing user involvement.
"Tabletop games I want to play" field is more visually interactive allowing users to search and filter games easily.




FINAL DELIVERABLES
Coplay is a QR-powered platform that enables gamers to discover, join, and host in-person gaming events, making real-world play more accessible and community-driven.

REFLECTION
Based on our research, a third place is no longer confined within the common places that we know. Even if its characteristics do not tick everything from Oldenburg's third place definition, the common denominator of being able to build connections, to belong in a community, and to nurture our wellbeing is what matters.
As of the moment, the only security feature for the app is uploading a valid ID. For future enhancement, the following may be included:
This project taught me the importance of iterative design and the value of refining user flows and UX writing to prevent user errors. For these parts, Angela supported me a lot. Through this collaboration, I enhanced my research and design skills while improving my ability to communicate and work with teammates. The combination of research, design, and teamwork contributed to the overall success of the product.