Shufflr

Shufflr brings back spontaneous, low-stakes hangouts. Three inputs, time, budget and vibe, and a shuffle turns them into four to six things to do nearby, so a plan comes together in under a minute. During the hangout it prompts a photo for the group's private archive.

Role
Interviews and research, product strategy, UI design, coded prototype
Team
Emma Phuntsok, Jasmine Kumar, Kelly M, Lucas Vu
Timeline
48 hours, Western University Product Design Sprint, April 2026
Scope
Interviews, synthesis, strategy, product design, prototyping
Outcome
1st place and Most Practical
Devpost
Shufflr on two phones: the shuffle and an activity card

The brief

We had 48 hours to bring back what made 2016 feel alive.

Western University and Western Founders Network ran the sprint. Every team got the same question about 2016 and a weekend to answer it.

“How might we design a digital experience that recaptures some of what made 2016 feel so alive, and translate it into something that works for people today?”
The Product Design Sprint challenge
Event
Western University Product Design Sprint 2026
Time
48 hours
Team
4 designers
Result
1st place and Most Practical

My role

I ran interviews, shaped the strategy, designed screens and coded the shuffle.

Four of us split the weekend, and I worked across it:

  • Interviews and research: talking to more than 20 people, and the numbers behind friendship and loneliness.
  • Product strategy: desirability, viability and feasibility, and the metric each feature had to move.
  • UI design: the shuffle, discover, connect and memories screens.
  • Coded prototype: the shuffle itself, built with Claude so we could feel its timing.

Reading the brief

We decided what 2016 had was spontaneity: hangouts nobody had to plan.

We wanted to bring back the spontaneous, low-stakes moments many of us remember from back then: someone is free, someone suggests something, and you go.

Research

We started from the research: close friendships take time most students never get.

Before any screens, we looked at what the research says about making friends at this age.

hours is how long it takes for someone to become a close friend. Jeffrey A. Hall
of college students say it is difficult to make friends. American Friendship Project
of Canadians aged 15 to 24 often or always feel lonely. Statistics Canada

Research

We talked to more than 20 people, and they all described the same stall.

Students, young professionals and people in their thirties told us the same story from different sides: everyone wants to hang out, and nothing gets planned.

Nobody wants to be the one who plans something, so nothing happens.
Waterloo student
After work, I want to do something, but by the time I figure out what, I just go home.
Young professional
We have group chats with 15 people and still can’t get four people to hang out.
Gen Z student
I have friends I’d love to see more often. We just never actually make plans.
Young professional
We used to hang out because someone was bored. Now everyone needs to check their calendar.
30-year-old
Everything feels like an event now. Sometimes I just want to go do something stupid with my friends.
21-year-old

Insight #1

We heard that big group chats still don't turn into hangouts.

A chat full of friends is not a plan. Someone still has to propose one, and nobody wants to.

“We have group chats with 15 people and still can’t get four people to hang out.”

Insight #2

We heard that every hangout now feels like an event to schedule.

Spontaneity used to come from boredom. Now it waits for everyone's calendar, and the moment passes.

We used to hang out because someone was bored. Now everyone needs to check their calendar.
30-year-old
Everything feels like an event now. Sometimes I just want to go do something stupid with my friends.
21-year-old

Synthesis

We boiled it down to one finding: planning, not desire, is the friction.

Every quote landed in one of three themes, and all three pointed at the same thing.

“Nobody wants to be the one who plans”
“We just never actually make plans”
“By the time I figure out what, I go home”
“15 people, can’t get four to hang out”
“Everyone needs to check their calendar”
“Everything feels like an event”
Nobody owns the plan
Deciding takes too long
Every plan needs a schedule
Planning, not desire, is the frictionSo lower the activation energy of a hangout
From interview quotes to themes to the finding.

The opportunity

So we set ourselves one question.

How might we reduce the activation energy of in-person hangouts so that authentic connection becomes the path of least resistance?

Solution

We cut planning down to three inputs and a shuffle.

Time, budget and vibe. Everything else is the shuffle's job: it returns four to six activity cards nearby, so a group goes from idea to plan in under 60 seconds.

Timehow long you have
Budgetwhat you want to spend
Vibechill, active, new
The shufflepreference-aware randomness
4 to 6 activity cards nearbya plan in under 60 seconds
Three inputs in, a shortlist out. The negotiation step is gone.

Prototype

I coded the shuffle, because static frames could not show how it should feel.

Timing and randomness don't demo as flat screens, so I built the shuffle with Claude. Seeing it move changed decisions that frames never would have surfaced.

Scroll to play the prototype frame by frame.

Solution

We put the next hangout one tap away with Discover and plan.

Trending activities, low-stakes hangout sessions and events nearby, filtered by price, and an event made in a few taps.

Home discovery, create event and group chat
Home, create an event, and the group chat it lands in.

Design decision

I designed connection around being in the same place, not around follow requests.

People join nearby communities and send invites without cold outreach. Every activity is a chance to meet someone, with no acquisition cost.

Joining a nearby community.

Design decision

I turned every hangout into a memory, so the app means more the longer you stay.

During the hangout, Shufflr sends a reminder to take a photo. It goes into the group's private archive with a line about how it went.

A hangout photo prompt, a shared memory and the event album
The photo prompt, a shared memory and the album.

Product strategy

I tested the concept against desirability, viability and feasibility.

A concept only survives the sprint if people want it, it can last, and it can be built.

Desirability

  • Targets the loneliness and social friction felt most by 18 to 24 year olds, who over-index on phone use and under-index on social satisfaction.

Viability

  • The memory archive is a retention flywheel: it means more the longer you use it, without needing new features.

Feasibility

  • Activities come from existing maps, events and reviews services; Shufflr brings them together instead of rebuilding them.

Product strategy

I tied each feature to the one number that would prove it worked.

Every surface had to earn its place with a metric we could actually watch.

  • The shuffle

    What it proves
    The algorithm picks well
    The number
    Shuffle-to-hangout rate
  • Discover and plan

    What it proves
    People actually go
    The number
    Weekly active completers
  • Connect

    What it proves
    People come back
    The number
    7-day return rate
  • Memories

    What it proves
    People care
    The number
    Memory capture rate

Final solution

We ended with a loop that takes a group from idea to hangout in under a minute.

Shuffle, go, keep the memory, and shuffle again.

Shufflr, end to end.

Outcome

We won 1st place and Most Practical.

At Western University's Product Design Sprint, hosted with Western Founders Network.

2nd

Shufflr

1st
3rd
  • Most Practical

Looking back

I'd design for the second hangout, because one hangout doesn't make a friend.

Hall's research puts a close friendship at more than 200 hours together. One evening out is a sliver of that. Shufflr's real job is the repeat: the same people, again.

  • One evening out

    for scale

    3 hours
  • Casual friend

    about 50 hours
  • Friend

    about 90 hours
  • Close friend

    Jeffrey A. Hall

    200+ hours
050100150200 hours
What I'd change: make re-shuffling with the same group the default, and let the archive be the reason to meet again.

Key learnings

I learned to talk to people before Figma, and to code what screens cannot show.

  • Talk to people before you talk to Figma. Planning, not desire, was the friction, and that only came out because we ran interviews early and kept going back to them.
  • Prototype the parts that don't demo well in static mockups. Seeing the shuffle move changed decisions that frames never would have surfaced.
  • Design for the repeat, not the first time. A friendship is hundreds of hours; a product that helps should count the second hangout, not the first.

This is a snapshot of the process. Ask me for the full story.

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