Bye-Bye Boredom Box
As a part of a design team, we analyzed the social environment of females ages 23-30 in the pandemic and tried to understand their general pain points during their work-from-home experiences of which included failing to try new hobbies. Using empathy created from these pain points, the team designed a product to allow the target market to experience new hobbies in a COVID-safe way with the ‘Bye-Bye Boredom-Box’.
Building Empathy
In phase 1 we create an initial persona ‘Eye-Strained Emily’ a young working woman and illustrate her struggles. We then outline our intended research methodology to be able to further understand our target market.
Defining The Challenge
After conducting in-depth interviews, we created an updated persona profile and delved into a customer journey map to visualize our target market’s painpoints. Using our research we then defined the challenge to set the scene for a new product.
Bye-Bye Boredom Box
Utilizing all of our market research and insights, we developed a mock-up of a new product—a subscription box— specifically designed to help our target market achieve learning new hobbies as they endure the COVID-19 pandemic.