Case study

TStar: UofT Cohort App

Designing a cohort-based platform to strengthen student belonging within academic cohorts

Role
Team Lead, UX Designer and Researcher
Timeline
2 months (Oct–Dec 2025)
Tools
Figma, Miro, Otter.ai, Procreate
The TStar app on a phone, showing a student's profile with their bio and a photo post

01Overview

U of T students want friends in their cohort, but class rarely gives them a reason to talk.

Students balance demanding academics with work and personal commitments, so there’s little time to build connections. Existing campus platforms are broad and aren’t designed for academic cohorts, where shared classes and goals create the strongest sense of belonging.

How might we design a low-friction way for students in the same cohort to form meaningful peer connections?

Impact 1

Led the team

As team lead, I ran our group discussions, delegated tasks and kept every stage of the project on schedule.

Impact 2

Ran the research

I wrote the interview protocol, conducted one-on-one interviews and led the affinity diagramming that turned our data into themes.

Impact 3

Designed the app

I sketched the first low-fidelity user flow, ran think-aloud testing with target users and built the high-fidelity screens in Figma.

02Solution

TStar turns meeting your cohort into a game you play together.

Instead of asking reserved students to walk up to someone cold, TStar gives them a reason to interact: quests to complete in real life, profiles that show common ground and a playful way to say hi.

Link the interactive Figma prototype here.

Decision 1

Gamify real-life interaction with Cohort Quests.

Quests lower the barrier to starting a real conversation and make the moment memorable, so students meet in person instead of only messaging.

Quest Hotdog page scrolling through posts from cohort mates who completed the quest, with a Start quest button fixed at the bottom
1 See how your cohort did it
Quest code screen showing a QR code and a list of quest buddies who have joined
2 Meet up and scan in
Share with your cohort screen with a photo of hotdogs, the two quest buddies, a caption field and a Post and complete quest button
3 Share a photo with the cohort

Add a sentence or a test quote showing why gamification felt low-pressure to reserved students like Shy Sherry.

Decision 2

Show interests and quests on customizable profiles.

Profiles highlight each student’s interests and the Cohort Quests they’ve completed, making it easy to find common ground and start a conversation.

AJ Chen's profile scrolling from his bio and interests to a photo album from his trip to Australia and a Quest Study post
Posts show interests and photos
AJ's profile on the Quests completed tab, showing a Quest Study post with Justin
Completed quests show who they've met

Decision 3

Break the ice with “Shoot a Star.”

A playful button lets students poke fun at a cohort peer, taking the pressure off the first hello in real life.

Your cohort directory with a search bar and cards for classmates showing their names and interests
1 Find a classmate
AJ Chen's profile with Shoot a star and Message buttons
2 Open their profile
A pop-up saying You shot a star at AJ, with a field to send AJ a message
3 Shoot a star
A chat with AJ showing the star event and a message: Hi AJ, I love your travel posts
4 Say hi while it's fresh

Decision 4

Build towards a shared goal.

Individual interactions add up to milestones the whole cohort works towards, so connecting feels like a group effort rather than a solo task.

Home screen with the cohort rocket at 513 of 750 Star Points and three weekly quests: Quest Hotdog, Quest Study and Quest Selfie
1 The cohort shares one rocket
Home screen after a quest: Quest Hotdog marked done, the rocket at 534 of 750 Star Points and a toast saying the cohort earned 21 Star Points
2 Every quest moves it forward

03Research

Students rarely see cohort peers outside class, and faculty events don’t help.

31

survey responses from students across faculties

11

one-on-one interviews with U of T students

9

themes from our affinity diagram

My contributionI wrote the interview protocol, conducted interviews and led our group affinity diagramming, which organized everything we heard into nine themes.

Affinity diagram of sticky notes from our survey and interviews, grouped into nine labelled themes, from how friendship is formed to dissatisfaction with commuting situations
Our affinity diagram, sorted into nine themes. Click to zoom in.

Check these percentages against your raw data. With 31 responses, 54.9% isn't possible (17/31 is 54.8%). Consider using counts like "17 of 31".

Insight 1

Students barely hang out with cohort peers outside class

Only 30% of survey respondents talk or hang out with classmates outside of class. The other 70% do a few times a month, occasionally or never.

What it meansThere's a lack of third spaces for making connections.

Insight 2

Cohort conversations are mostly about school

64% of interviewees talk to cohort peers mainly for academic reasons and have a separate friend group for socializing.

What it meansThere are few chances to socialize casually.

Insight 3

Making cohort friends is hard

Large faculties, different commutes and little time or energy got in the way, and 54.9% of survey respondents described themselves as very to somewhat reserved.

What it meansStudents hesitate to start conversations when they don't feel invited to.

Insight 4

Faculty events don't work for making friends

None of our interviewees found faculty events effective for making friends. They described them as too professional and intimidating.

What it meansLow-pressure settings feel more comfortable.

04Process

From four insights to one student we designed for.

We followed the Double Diamond process: Discover, Define, Develop and Deliver. To narrow our scope, we created a persona, empathy map and as-is scenario, then voted on the stages with the biggest pain points.

Persona of Shy Sherry, the Passive Listener: a 21-year-old third-year psychology student from Mississauga, with her quote, bio, goals, pains, personality sliders and needs
Our persona, Shy Sherry, the Passive Listener.
Empathy map for Shy Sherry with sticky notes for what she says, thinks, does and feels, such as commuting 1.5 hours home right after class and hoping someone else says hi first
What Sherry says, thinks, does and feels.
As-is scenario with five steps, from walking into a large lecture hall on the first day to going home alone, each with what Sherry is doing, thinking and feeling, and heart votes on the biggest pain points
Sherry's day as it is now. The hearts are our votes on the biggest pain points.

Need statements

Shy Sherry needs a way to make cohort friends without the awkwardness.

Start conversations

Without worrying about awkward social situations.

Stop waiting

Instead of scrolling her phone until someone else talks first.

Skip faculty events

So she can still get home early.

Fit her commute

Social activities that don't clash with her schedule.

Ideation and prioritization

We dot voted every idea, then built on the home runs.

Each of us brainstormed ideas for the need statements. We dot voted and sorted them on a prioritization grid, then focused on the “home run” ideas for our final solution.

Prioritization grid plotting our ideas by impact and feasibility into Quick Wins, Big Bets, Marginal Gains and Home Runs, with the Poke feature, cohort profiles and a Question of the Day board boxed as home runs
Our home runs, a poke feature, cohort profiles and a daily question board, grew into Shoot a Star, profiles and Cohort Quests.

My contributionI sketched the first low-fidelity prototype of our user flow, which became the base for our think-aloud testing.

Nine hand-drawn lo-fi screens of the Quest Hotdog flow: the home screen with the rocket and weekly quests, the quest page, a code for quest buddies to scan, sharing a photo and caption, the Star Points earned and the post in the cohort feed
My lo-fi sketches of the Quest Hotdog flow, from picking the quest to the post in the cohort feed.

05Testing

Five think-aloud sessions showed us where people got stuck.

We tested the lo-fi screens with five target users and found three pain points to fix in the high-fidelity prototype.

01

Unclear labels

Labels were unclear and icons were inconsistent.

02

QR code scanning

There weren't enough options for scanning QR codes.

03

After "Shoot a Star"

The flow after shooting a star wasn't intuitive.

Show a before and after for each of the 3 think-aloud findings.

06Reflection

What I learned

Define a clear research focus early.

Broad exploration helped, but narrowing to our target user sooner would have given us findings more relevant to a cohort-specific solution.

Diverge before converging.

Time limited us to one lo-fi prototype per task. Parallel sketching across the team would have led to a stronger concept.

Design is iterative.

With one testing round, key feedback surfaced late. More rounds would have let us refine the information architecture further.