Hybrid networking for SXC

Exploring how a digital tool could enhance connection and engagement before, during, and after a hybrid UX conference.

Project Type

School Assignment (Group)

Role

UX/UI Designer

Duration

5 weeks (2025)

A hand holding an iPhone displaying the SXC logo on a blue gradient background
A hand holding an iPhone displaying the SXC logo on a blue gradient background
A hand holding an iPhone displaying the SXC logo on a blue gradient background

Project in short

As a group assignment in my User-Centred Design course, we explored through the Design Thinking process how a digital solution could enhance the overall experience of STHLM Xperience Conference for both on-site and remote attendees.

Solution

Our research identified networking as the most valuable yet challenging part of the event. Insights from surveys and competitor analysis showed that gamification could motivate participation, so we designed and tested different ways the app could help attendees connect, from playful challenges to simple tools for exchanging contact details.

Outcome

The project resulted in a set of user-tested prototypes that gave SXC a foundation for further development. The concepts demonstrated how the app could make networking more engaging and inclusive, supporting both digital and on-site attendees while extending the conference experience.

Project in short

As a group assignment in my User-Centred Design course, we explored through the Design Thinking process how a digital solution could enhance the overall experience of STHLM Xperience Conference for both on-site and remote attendees.

Solution

Our research identified networking as the most valuable yet challenging part of the event. Insights from surveys and competitor analysis showed that gamification could motivate participation, so we designed and tested different ways the app could help attendees connect, from playful challenges to simple tools for exchanging contact details.

Outcome

The project resulted in a set of user-tested prototypes that gave SXC a foundation for further development. The concepts demonstrated how the app could make networking more engaging and inclusive, supporting both digital and on-site attendees while extending the conference experience.

Two smartphone screens showing prototypes of the SXC app, the left version includes gamification features like challenges and points, while the right version shows a simpler interface without gamification elements
Two smartphone screens showing prototypes of the SXC app, the left version includes gamification features like challenges and points, while the right version shows a simpler interface without gamification elements
Two smartphone screens showing prototypes of the SXC app, the left version includes gamification features like challenges and points, while the right version shows a simpler interface without gamification elements
Five app screens comparing SXC versions with and without gamification features
Five app screens comparing SXC versions with and without gamification features
Five app screens comparing SXC versions with and without gamification features

Work in detail

STHLM Xperience Conference is an annual UX conference in Stockholm that brings together professionals and students from around the world. The event combines speakers, workshops, and networking sessions, both on-site and online.

As part of our User-Centred Design course, we had the opportunity to collaborate with the organisers of SXC to explore how a digital solution could complement the experience and strengthen engagement before, during, and after the conference.

Their initial thoughts for such a solution included:

  • A web-based app accessible without downloads

  • Support for hybrid participation, ensuring value for all attendees

  • Interactive features that encourage engagement and connections


The purpose of the course was to gain hands-on experience of the full Design Thinking process. This project allowed us to apply it in a real-world context, moving through each stage from research and ideation to prototyping and testing.

Screenshot showing the UX conference survey form with an introduction message and spreadsheet of collected responses
Screenshot showing the UX conference survey form with an introduction message and spreadsheet of collected responses
Screenshot showing the UX conference survey form with an introduction message and spreadsheet of collected responses
Slide showing early wireframes sketched on paper alongside a digital Point of View diagram mapping user needs and motivations
Slide showing early wireframes sketched on paper alongside a digital Point of View diagram mapping user needs and motivations
Slide showing early wireframes sketched on paper alongside a digital Point of View diagram mapping user needs and motivations

Our process

We approached the project using the full Design Thinking process to ensure that each decision was grounded in user insights.

Empathise
We began by exploring the current conference experience through a stakeholder interview, a survey and competitor analysis. This helped us understand both organiser and participant perspectives. The findings revealed that while networking was considered one of the most valuable aspects of SXC, it was also one of the most difficult to achieve, especially for digital attendees. Insights from the survey and competitor analysis also showed that gamification was often used to encourage participation, which inspired us to explore it as a potential way to make networking more engaging.

Define
Based on these insights, we created personas, mapped out user journeys and identified key pain points. From this, we formulated our main question: How might we make it easier for participants to connect and create meaningful interactions throughout the event.

Ideate
We held design studio and brainstorming sessions to generate and prioritise ideas. During early prototyping, we realised that our initial concepts focused too heavily on onboarding and registration flows rather than addressing the real challenge of networking. This led us to revisit our research, redefine our scope and redirect our focus toward creating meaningful connections.

Prototype
To explore different ways of supporting networking, we divided the team into two groups. One group focused on designing a concept using gamification, with challenges and rewards to motivate interaction. The other group developed a non-gamified version centred on simplicity and inclusivity, offering features such as suggested matches and easy contact exchange. Both directions were built into low- and high-fidelity prototypes that were iterated based on team feedback.


Test

We conducted usability and A/B testing with seven participants. The results showed that gamification could motivate users to interact more, while others preferred simple and direct features. These insights highlighted the importance of offering flexible options to meet different needs and interaction styles.

Screenshot of our Miro board from usability testing, showing user flow screens and feedback notes
Screenshot of our Miro board from usability testing, showing user flow screens and feedback notes
Screenshot of our Miro board from usability testing, showing user flow screens and feedback notes
User journey map for the SXC project showing key stages before, during, and after the event, with user actions, thoughts, and emotions visualised along the timeline
User journey map for the SXC project showing key stages before, during, and after the event, with user actions, thoughts, and emotions visualised along the timeline
User journey map for the SXC project showing key stages before, during, and after the event, with user actions, thoughts, and emotions visualised along the timeline
Three app screens from the SXC prototype showing gamification features such as challenges, points, achievements, and a leaderboard
Three app screens from the SXC prototype showing gamification features such as challenges, points, achievements, and a leaderboard
Three app screens from the SXC prototype showing gamification features such as challenges, points, achievements, and a leaderboard

Result

The project resulted in a set of user-tested prototypes that gave SXC a clear foundation for further development. Our delivery focused on providing actionable insights rather than a final design, showing how digital tools could enhance engagement and connection across both physical and remote participation.

The findings helped the organisers understand how different interaction styles influence networking behaviour and what elements create value before, during and after the conference.

Next step

  • Conduct further testing with actual SXC participants to evaluate the concepts in a real event setting.

  • Gather feedback from both on-site and remote attendees to refine features and flows.

  • Explore integration with future editions of the conference, either as a standalone web solution or within existing event platforms.

  • Continue developing a hybrid model that balances gamified and non-gamified elements for flexibility and inclusivity.

Reflections

This project deepened my understanding of the full Design Thinking process and how early insights shape later design decisions. It reinforced the importance of iteration and of staying true to user needs, even when time and access are limited. Collaborating in smaller sub-teams improved both efficiency and creativity, and the experience strengthened my confidence in balancing analytical thinking with user empathy.

Result

The project resulted in a set of user-tested prototypes that gave SXC a clear foundation for further development. Our delivery focused on providing actionable insights rather than a final design, showing how digital tools could enhance engagement and connection across both physical and remote participation.

The findings helped the organisers understand how different interaction styles influence networking behaviour and what elements create value before, during and after the conference.

Next step

  • Conduct further testing with actual SXC participants to evaluate the concepts in a real event setting.

  • Gather feedback from both on-site and remote attendees to refine features and flows.

  • Explore integration with future editions of the conference, either as a standalone web solution or within existing event platforms.

  • Continue developing a hybrid model that balances gamified and non-gamified elements for flexibility and inclusivity.

Reflections

This project deepened my understanding of the full Design Thinking process and how early insights shape later design decisions. It reinforced the importance of iteration and of staying true to user needs, even when time and access are limited. Collaborating in smaller sub-teams improved both efficiency and creativity, and the experience strengthened my confidence in balancing analytical thinking with user empathy.

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