Revitalizing Third Spaces · Self-initiated UX design challenge

Supper Club

A bring-your-own-meal app that lowers the social and financial cost of showing up to third spaces for Gen Z.

Supper Club welcome screen: the app name over two oranges, with a sign-up buttonScreen defining a 'sup — the act of eating your food with community — above four rules: bring your own food, no RSVP, chatting is optional, leave wheneverOnboarding screen greeting Avery, with fill-in-the-blank dropdowns for meal, time, and mood, and a location-access prompt
City map with red pins for 'sups, and a vibe dropdownZoomed-in map showing 8 nearby 'sups, a start navigation button, and add to calendar
Supper Club home screen: #suppershare photos, themed 'sups, a three-visit streak, and a slider asking how the last 'sup felt
Timeline
Spring 2026
Role
Solo designer: research, UX, UI
Team
Solo
Methods
Survey, Focus Group, Affinity Mapping, Personas, Prototyping

Problem

Third spaces aren't disappearing - so why are people disengaging?

Third spaces are the social places outside home and work, where you can drop in, belong, and run into familiar faces. Many still exist, but since COVID participation has declined: they feel far away, empty, or transactional, with pressure to spend money or justify the outing.

How might we create relaxing and effortless experiences that enable Gen Z to use third spaces actively?

Solution

Supper Club turns a meal you'd eat anyway into a low-stakes reason to show up.

Supper Club is an app that points you to a 'sup near you: a meal where you eat your own food with community. You fill in what meal you're joining for, when you usually eat, and how you're feeling, and the map zooms in on nearby 'sups that fit your vibe, with one tap to start navigation. Four rules set expectations up front: bring your own food, no RSVP, leave whenever, and chatting is optional.

  • Screen defining a 'sup — the act of eating your food with community — above four rules: bring your own food, no RSVP, chatting is optional, leave whenever

    No spending pressure

    Bring your own food, so cost, a top deterrent, drops out.

  • City map with red pins for 'sups, and a vibe dropdownZoomed-in map showing 8 nearby 'sups, a start navigation button, and add to calendar

    Minimal effort

    No planning and no RSVP, with GPS handoff for fatigued users who won't travel far.

  • Supper Club home screen: #suppershare photos, themed 'sups, a three-visit streak, and a slider asking how the last 'sup felt

    Ambient socialization

    Chatting is optional: being around people counts.

  • Supper Club home screen: #suppershare photos, themed 'sups, a three-visit streak, and a slider asking how the last 'sup felt

    Measurable comfort

    Each visit asks how the last 'sup felt, to track whether the social barrier is actually lower.

Research

The ideal third space isn't exciting. It's relaxing.

I surveyed 51 people ages 18–23 through my Instagram, then ran an informal focus group for depth. I'd assumed people wanted events; most wanted to relax, and fatigue kept more people home than cost did.

  • Top place45%Cafe
  • Ideal space51%Relaxing
  • Top deterrent52%Tired

Survey, n=51, ages 18–23

“It gives me something to look forward to, something to do with my hands, and something to fall back on if conversation is awkward.”
— Focus group participant, on why food matters

Insights

Showing up has to cost less: less energy, less money, less pressure.

I clustered my survey and focus-group findings on an affinity map. Three themes came out.

  • Social interaction

    Casual is enough

    Gen Z wants togetherness, with people they know or don't, in spaces that feel nonjudgmental.

  • Energy and fatigue

    Restore, don't drain

    A third space should give energy back after a long day, not take more.

  • Cost and logistics

    Friction breaks momentum

    The pressure to spend and the distance to travel both keep people home.

Design Decisions

Testers' questions shaped the hi-fi.

Six mid-fidelity green app screens: welcome, a 'wassup!' intro, fill-in-the-blank onboarding, two map placeholders, and home; yellow dots mark confusing spots
Yellow dots mark anywhere testers felt confused.
  1. Tester said

    “What is a 'sup?”

    I changed

    A rules screen that defines a 'sup before anything else.

  2. Tester said

    “Still unsure what the app does”

    I changed

    A simpler, clearer welcome page.

  3. Tester said

    “Confused by the potluck idea: do people have to pay or not?”

    I changed

    I set the potluck idea aside (“Don't ideate this yet”).

Outcome

Relaxing and effortless, by design.

Supper Club answers the refined HMW by making showing up relaxing (no RSVP, chatting optional, leave whenever) and effortless (bring your own food, a nearby 'sup chosen by vibe, one tap to navigate). Nearly every part of the app traces back to the research, not to an idea I started with.

Reflection

Next time: test earlier, tighten the system, make it interactive.

  • Test earlier

    Mid-fi feedback came late. Earlier testing would have caught mistakes before the hi-fi.

  • Tighten the visual system

    Color, terminology, and the psychology behind them, so the interface feels as considered as the research.

  • Prototype the variants

    The dropdowns are the heart of onboarding, but they aren't interactive yet.

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