Pastimes

The Challenge

Initially, I aimed to create a bonding activity or game. However, survey responses and interviews revealed that people weren’t necessarily lacking activities—they were struggling to make decisions within the limited time they had.

Pastimes mobile application home screen

The Solution

Pastimes became a two part solution to this problem. Pastimes is a mobile application that was created to guide users in choosing personalized leisure activities based on their available time, group preferences, and interests—ultimately helping them make the most of their free time. Once user’s are relieved of the mental overload of figuring out their activities, they are provided the option to purchase activity kits.


Mobile Experience

Accompany Jane in using Pastimes as she walks through the application’s onboarding section, and leisure quiz to receive her personalized activity suggestion! An artist emerges after Jane chooses to purchase a painting kit, what lies ahead is a hub of connection with other Pastimes users through account creation with unique usernames and the opportunities to share your activity interests with them and your friends.


Research Methods

Conducted from September 2023 to October 2023

Google Survey (38 responses)

Google Survey inquired about questions related to the vast majority of board game and video gaming habits.

I share these three categories for the importance of bonding and activities. Many indicated that present company decided what games they played. While the majority of my survey revealed to me that they enjoy staying entertained by external forces. Lastly,. I recorded the data of if personal identity ( Ethnicity, Gender/ or Sexuality, and political affiliation. ) influenced their gaming habits. I asked this question because I wanted to factor in that some may be deterred from doing any activity or game due to their beliefs.

Does gaming create bonds?
53.1% indicated that most of their gameplay was solo

81.5% indicated the number of people they play with varies depending on the style of game.

What do you do when you are alone?
25.3% watched TV/movies
The lowest percentage was 4% for exercising.

Does Identity influence experience?
79% indicated that their gaming experience was not influenced by their personal identity.

User Interviews (5 in-person & 4 online)

My time at Lesley University made it easy to schedule interviews with ten individuals. Three attended Lesley. Two were in the art and design college, and the last was a liberal arts student. The interviews focused on who they spent their time with, how they spent it, and their plans. Each expressed fear of leaving college but excitement about having their time back in their hands. I interviewed two recent graduates—an engineering student and a design student in the Boston area. For these interviews, I shifted focus to how their lives had changed post-graduation. They noted many positives, but both shared that they missed the easy access to friends and activities that were readily available at University. To ensure I could design for students and 20-somethings, I expanded my research to include working professionals with and without kids. I interviewed four professionals: a young father, a pastor with adult children, and two teachers. Each shared how their time use shifted with career and family demands. The young father emphasized his personal interests, noting that his children had minimal impact on how he chose to spend his time. The teachers expressed interest in giving back to their classrooms and in what they do day to day to stay sane and happy. The pastor, however, focused more on her adult children; she shared anecdotes about how her kids were when they were little. She mentioned how often family board games would bring them together; she felt most connected with them when they made time for family.

Fly-on-the-wall observation
(5-person game night)

A group of three females around 22 years old and two males ranging from 24 to 25 years old played three rounds of Telestrations. Telestrations was a favorite game for one of the girls, and all but one were studying art. There were noticeable social subgroups, with some members bonding over shared humor and others sticking closer to familiar friends. I learned through the game that my users would benefit from an easy-to-play game rather than a long, complicated game because the concept was easy to grasp and the game could end at any time, allowing for comfort for all involved.

Reasoning for each method

Survey: To identify general trends in solo vs. social activity preferences.

Interviews: To understand how life stages (students, young professionals, parents) impact free time and bonding.

Observation: To see how a casual group dynamic unfolds during a game night and how simplicity supports inclusion.


Leisure concept ideas drawn out

Ideation

Conducted in October 2023
(1-week deadline)
Many users expressed that their free time was limited or fragmented, making it difficult to pursue meaningful or enjoyable activities.

Designing something to help people feel that their time was well spent became the central challenge.  My ideas ranged from physical spaces, such as an event or a recreation center, to online spaces. After evaluating the logistics and accessibility of creating community spaces, I realized that they would allow for fewer connections for people and scalability challenges, since I would not be able to create physical spaces for individuals not in the same geographical area.

Concept, and Wireframe

Paper prototyping & wireframe design

October 2023 to December 2023

Pastimes paper prototype
Pastimes digital iteration wireframe

Final Execution

Style Guide, activity kit creation and full interface
October 2023 to December 2023

Pastimes Style Guide Pastimes Cover & Open Box Contents next to Pastimes Mobile Application Leisure Quiz

Image 1. Style Guide
Image 2. Self-care activity kit
Image 3. Inside the self-care activity kit.
Image 4. Leisure Quiz Visual Design

Pastimes 2.0
New look & features


Wireframe, Revised Color Style Guide, and Visual Design

April 2025 to May 2025

Pastimes Second Digital iteration

After conducting a focus group with 10 individuals and 2 companies, Pastimes received visual and functional updates, as seen in the accompanying demo. The majority of participants noted that although the light color palette was aesthetically pleasing, it didn’t align with the preferences of the target audience. As a result, I introduced a deeper teal into the logo and onboarding visuals—a nod to the original palette, but optimized for darker modes and improved readability. Alongside visual updates, I also expanded the social functionality. While the original version allowed users to invite friends and create accounts, it lacked built-in communication tools.