Case studiesSocial · Gen Z

Social app · Brand identity · Playful interaction design

Sidequest

Turning "we should hang out" into plans that actually happen.

Type
Self-initiated concept
My role
Solo: concept, identity, UX, UI and motion
Platform
iOS app for friend groups
Vibe
Acid lime, grape, stickers, zero corporate energy
Sidequest key visual: three phone screens on a dark background with neon gradients, outlined SIDE QUEST lettering and stickers reading touch grass, no flakes, reroll and IRL over group chat

Concept projectA just-for-fun design exploration. I didn't run research for it; the crew archetypes are playful assumptions, and the test plan at the end shows how I'd check them. Every friend, place and plan in the screens is made up.

Overview

tl;dr

Context
Friend groups live in group chats. Plans get suggested there constantly, and most quietly die between memes and "lol yes".
Problem
Nobody wants to be the one who decides, there are too many options, nothing has a deadline, and bailing costs nothing. So "we should hang out" stays a vibe, not a plan.
Solution
Plans become side quests: small, specific, slightly silly. Friends swipe-vote before a deadline, the winner becomes a ticket with optional flake insurance, and every hangout lands in a quest log that builds a weekend streak.
Deliverables
Brand identity and mood board, 4 high-fidelity screens, interaction and motion notes, two design decisions, and a test plan.

"we should
hang out" →
0 hangouts

The most-sent, least-done message in any group chat. Sidequest is designed around one question: what would make it easier to say yes, and harder to quietly disappear?

The crew

Every friend group has these four

Playful archetypes, not research personas. Each one points at a specific way plans fall apart, and a feature designed for it.

The Planner

I always organize. I'm tired.

Needs: to share the load. Votes decide, so it's never on one person.

The Maybe

I'm down! (doesn't reply)

Needs: a deadline. Votes close in hours, not "whenever".

The Flake

omg so sorry, tomorrow?

Needs: a tiny stake. Flake insurance means bailing late buys the crew boba.

The Hype

we should go to Japan!!

Needs: ideas that fit a weekend. "Roll a quest" turns energy into 3 real options.

Big idea

Plans, but make them quests

Calling a plan a quest changes how it feels. A quest is short, specific and a bit of an adventure, which makes it easier to say yes to than "let's hang out sometime."

01

Decide together, fast

Swipe-voting with a deadline replaces endless "idk, what do you guys want?" threads.

02

Make showing up the fun part

A locked plan becomes a ticket with a countdown, so the plan feels like an event.

03

Make memories the reward

A shared quest log, streaks and badges turn hangouts into a story the crew builds together.

Feature drops

Four screens, one weekend

Drop 01 · Crew home

What's locked, what's voting, what's next

Crew home: a locked dumpling crawl, a live vote between kayak and thrift run, and a roll a side quest button
A
Locked plans get the loudest cardThe purple card is tilted like a sticker on a fridge. It's the thing to look forward to.
B
Votes show a deadline"5h left" gives The Maybe a reason to reply now.
C
The streak lives up top"3 wknds" is a small, shared goal, not a personal score.
D
No ideas? Roll oneThe big lime button pitches three quests based on what the crew has liked before.

Drop 02 · Swipe to vote

Deciding should feel like a game, not a poll

Swipe card for a sunset kayak on the Hudson with nah, maybe and I'm in buttons
A
Every quest is a posterIllustrated cards, not text rows. Time, place and cost sit in one line underneath.
B
Social proof on the card"4 friends said yes" makes joining easier than leading.
C
Three answers, one obvious"I'm in" is the biggest button; "maybe" exists, because forcing yes or no just makes people skip.
D
Reroll anytimeHate all three? Roll again. No idea is precious.

Drop 03 · Quest locked

A ticket, not a calendar invite

It's happening screen with a lime ticket for side quest 12 and a flake insurance toggle
A
"It's happening"A big moment for a small plan, with confetti and a haptic tap when the vote closes.
B
Ticket stub layoutPerforation, quest number, and only the four facts that matter: when, where, crew, cost.
C
Flake insuranceOpt-in and silly on purpose: bail after the cutoff and you owe boba. Social stakes, no money.
D
The boring bits, handledCalendar and "who's driving?" are one tap, so logistics don't restart the group chat.

Drop 04 · Quest log

The reward is the memory

Quest log with a photo collage for the kayak quest, past quests and a borough hopper badge
A
Crew stats as stickers12 quests, 5 boroughs, and yes, 1 flake. Honest and funny, never shaming.
B
Shared photo collageEveryone's photos from the quest land in one place, not scattered across six camera rolls.
C
Badges for variety"Borough hopper" rewards trying new things, not just showing up more.
Sidequest mood board: golden hour gradient, Unbounded type specimen, acid lime, grape, bubblegum and night colors, sticker system and emoji crew
Mood board · Loud on purposeA golden-hour gradient, chunky rounded type, stickers with hard shadows, and a palette that would look wrong in a bank app. That's the point.

Visual language

Loud, but still legible

The identity borrows from stickers, gig posters and night-out flyers. The rule underneath: neon colors always sit on near-black, so text stays well above accessible contrast, and every emoji has a text label beside it.

Acid lime#C6FF3DPrimary actions, locked
Grape#B98CFFPlans, secondary
Bubblegum#FF7AD9Celebration
Tangerine#FFB13DVoting, time-sensitive
Night out#0D0B14Background
Afterparty#1A1626Cards

Typefaces

Aa

Unbounded + Space Grotesk

it's happeningsunset kayakBody 14 · lowercase, like textingCaption 12 · times, places, counts

Unbounded is wide and bubbly for headlines; Space Grotesk keeps details readable. Copy is lowercase to sound like the group chat it replaces.

Components

✓ locked in🗳 voting · 5h+1 🔥
🎲 roll a side questPrimary · hard shadow
👎🤔🔥Vote buttons · nah, maybe, i'm in

Little delights

Motion that makes it feel alive

Micro-interactions do a lot of the brand's work. Every one has a reduced-motion fallback.

The reroll

The dice tumble for 400 ms while cards shuffle. Fallback: a quick crossfade.

Vote closes

Confetti in the crew's colors plus one haptic tap. Fallback: haptic only.

Ticket tear

Adding to calendar tears the stub along the perforation, so it feels like a commitment.

Streak flame

The flame grows a little each weekend and flickers out gently if the crew misses one, without guilt.

Decisions

Two calls I had to make

Decision 01

How should votes end?

Open-ended pollEasy, but it's how the group chat already fails: it never closes.
A deadline, then majority winsThe creator picks a deadline (default 6 hours). The top quest locks automatically.
Everyone must voteFair, but one silent friend can stall the whole crew.

WhyA deadline is the smallest change that turns "maybe" into a decision, and auto-locking means nobody has to be the bad guy.

Trade-off acceptedSomeone might miss a vote. They still get the ticket and can say "in" afterwards.

Decision 02

Should bailing cost anything?

No consequenceKind, but nothing changes. Flaking stays free.
Real money depositsEffective, but money between friends gets weird fast, and it adds payments and refunds.
Opt-in flake insuranceA playful social stake the crew agrees on: bail late, buy the boba.

WhyA tiny, funny stake keeps the tone light while still making a late bail feel like something.

Trade-off acceptedIt only works if it stays a joke. It's off by default and per quest, and the log shows flakes as a fun stat, never a ranking.

Testing the vibe

How I'd find out if it works

QuestionMethodWhoGood sign
Do people get it in five seconds?Five-second test on the crew home screen20 people aged 18–26Most can say what the app is for
Do crews actually make more plans?Three-weekend diary study with a prototype4 friend groups of 4–8More plans locked and attended than in their usual chat
Is flake insurance fun or stressful?Short interviews after the diary studyThe same groupsPeople describe it as a joke, not pressure
Does the loud UI still work for everyone?Screen reader and contrast review, plus 3 sessions with assistive-tech users3 participantsEvery action is reachable and labelled

Reflection

What I learned

Personality is a feature

The tone (lowercase copy, stickers, boba stakes) isn't decoration. It's what makes a nudge to commit feel friendly instead of naggy.

Loud still needs rules

Neon only on near-black, emoji always with words, motion always with a fallback. Constraints made the chaos readable.

Next: real crews

I'd prototype with my own friend groups first. Nothing tests a group app like a group that's allowed to roast it.

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