
Project MC
A lockdown-born platform that helped friends stay connected through shared challenges and video calls, growing to 750 monthly users.
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Context & Problem
During the 2020 COVID-19 lockdown, millions of people struggled with isolation and lack of meaningful interaction. Traditional social media felt passive, and video calls often lacked purpose.
Hypothesis: If people were given structured, shared activities during calls, they’d feel more connected and engaged.
Research & Insights
To validate this idea, I conducted 12 in-depth interviews and a 60-person survey to understand how people were coping with lockdown boredom and digital fatigue.
Key insights:
71% missed “doing things together,” not just talking.
63% said they’d try a social app if it offered guided group activities.
Users valued ease of access (no downloads, quick invite links).
These insights shaped the MVP design: a web-based video call platform with integrated, weekly “challenge packs” for groups of friends.
UX Approach
I followed a Lean UX process, iterating quickly across three sprints:
Define & Ideate: Created personas for two primary segments: friend groups (18–30) and university students. Mapped pain points using journey mapping.
Prototype & Validate: Designed low-fidelity wireframes in Figma → tested with 8 early users via moderated remote usability sessions (Zoom + Maze).
Measure & Refine: Implemented Google Analytics event tracking for session duration, retention, and engagement on challenge pages.
UX Decisions that Moved the Needle:
Integrated Zoom API for frictionless group calls.
Designed “weekly challenge cards” with visual feedback loops to keep users returning.
Simplified onboarding (reduced from 6 steps to 3 steps), increasing sign-up completion by 27%.
Outcome
Within 8 weeks of launch, ProjectMC reached 750 monthly recurring users, with an average session duration of 18 minutes and 60% weekly retention.
When lockdown ended, active usage dropped to 42 users, revealing that our core value proposition wasn’t resilient outside of confinement.
During winter 2020/21, we ran user re-engagement interviews (n=20) to explore the drop.
Findings:
Users loved the social challenges but didn’t see long-term value once “normal life” resumed.
Many compared it to a “temporary fix” rather than a platform they’d integrate into daily life.
Our first pivot was to position ourselves as the go to local events company to capitalise on our target audience and their needs:
This ended up not converting as well as hoped. Young adults were not interested in a new way to socialise because what they longed for was a return to normality.
Pivot: From Social Platform to Corporate Engagement
Using those insights, I reframed the product-market fit problem. The underlying UX infrastructure (multi-user sessions, real-time collaboration, challenges) was perfect for another struggling market: corporate and event engagement.
We rebranded to Project Micro Communities and partnered with major trade shows, including:
Farm Business Innovation Show (UK)
Family Attraction Expo (UK)
Holiday Park & Resort Innovation (UK)
Disasters Expo (USA)
Our system facilitated virtual networking and interactive content from exhibitors for attendees, driving a 38% uplift in attendee engagement metrics across our partner events.
This success attracted the attention of Markel, where I was invited to lead UX for their partnership platforms, focusing on improving collaboration and retention across B2B ecosystems.
Learnings
Sustainable value > viral growth: Early traction is meaningless without a long-term user need.
User research is a compass: The pivot only worked because we listened deeply to what users valued (connection, not novelty).
UX can unlock business strategy: Redefining the audience transformed a failing social app into a viable B2B platform.
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Framework we used for building habit-forming technology
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Group creation functionality, helping users to connect with their friends
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Member map to discover potential new friends within your local area
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