A collage of Amp'd screens on real devices: onboarding, chat, playlist sharing, the feed, cover art, profile and activity

Case study · Personal project · iOS app

Turning solo listening into something you do with friends

Streaming apps are built for one person and one pair of headphones. Amp'd adds the social layer underneath — collaborative playlists, reactions, reviews and a feed — designed solo from generative research through a usability-tested prototype.

Problem

Friends already share what they're listening to — just outside the app, over texts and screenshots. Streaming services had nowhere for that to actually live.

Approach

Interviews plus an unrelated TikTok thread mined for the same insight, synthesized into three core flows, then wireframes and a clickable prototype tested with real participants before any visual design.

Outcome

A usability-tested iOS prototype: every participant said they'd use it, with an average ease score of 4.6 out of 5 across the core tasks.

01

The gap

Streaming apps are libraries. Friendships aren't.

Every major music app treats listening as a solo act with a follow button bolted on. There's no shared home for a collaborative playlist, no way to leave a note on the song a friend just added, and no feed of what the people you actually care about are into this week.

For a UX design class project, I set out to design that missing layer — solo, over three months, from the first interview to a usability-tested prototype.

02

Research

Five interviews, and a TikTok thread running the same experiment for free

I ran five short 1:1 interviews with regular music-streaming listeners aged 20–30, mapping their listening habits and mental model for anything social layered on top. In parallel, an unrelated TikTok video about Spotify's missing social features had drawn tens of thousands of likes — its comment section read like a focus group nobody had to recruit, so I treated it as one.

The clearest signal wasn't from the interviews I'd scheduled — it was from strangers already arguing about the exact same gap in a TikTok comment section.

Both sources went into the same affinity map — five interview transcripts and a scroll of unprompted replies — sorted together until three flows worth designing end to end fell out of it: creating an account, building a collaborative playlist, and sharing an opinion on an album.

A TikTok video, 75,300 likes: "I need Spotify to be more social. I want notifications when my friends drop a new playlist. I need to know who's liking my playlists..."
Top reply, 4,531 likes: wanting social features kept as a separate app, so plain listening can stay an escape from social media Replies about wanting comments on songs, notes left in playlists for friends, and making friends with people who share the same taste Reply, 28 likes: wanting to caption songs to explain why they're on a playlist, and playlists organized into sections
Fig 01 The TikTok video and its top replies, read as research rather than a distraction from it — people describing, unprompted, the exact gap this project set out to close.
Fig 02 Interview notes and TikTok replies, sorted into the same board until the patterns held. The board is live — drag or scroll inside it.
Three user flows: creating an account, building a collaborative playlist, and sharing an opinion on an album
Fig 03 The three flows synthesized from the research — onboarding, building a collaborative playlist, and posting an opinion to the feed — traced start to finish before a single screen was drawn.

03

Wireframes

Tested in grayscale before any pixel was final

Medium-fidelity wireframes covered onboarding, playlist creation and the app's remaining core screens, then went in front of real participants as a clickable prototype in Maze rather than resting on my own assumptions.

Every tester said they'd use the app, and task ease averaged 4.6 out of 5 — the one near-miss, at 4.4, was navigating the prototype itself, not the product. Open feedback pointed straight at two features I hadn't designed yet: a request for playlist stats — a genre split, a top artist — became the comparison screen; a request for somewhere to react to what a friend had just added to a collab mix became the chat thread on every playlist.

Medium-fidelity wireframes: onboarding, playlist creation, and the feed, profile, activity and explore screens
Fig 04 Onboarding, playlist creation and the app's remaining core screens, wireframed and usability-tested before visual design started.
Fig 05 The full usability report — seven testers, task-by-task ease scores, and the open feedback that shaped two of the six screens in the next chapter. Scroll inside the frame.

04

Visual design

Six screens, each answering something a tester actually asked for

Visual design followed the research rather than the other way around — iOS Human Interface Guidelines for the chrome, then a screen for each thing people said they wanted: a personalized playlist cover, a note left on a song, a review shared to followers, a music-taste profile, and the two screens born directly from testing feedback — comparing activity, and a chat thread on every playlist.

Fig 06 Personalize your playlist cover. Choose from unique artworks, upload your own image, or search Unsplash to find the perfect cover.
Fig 07 The full clickable prototype these six screens are pulled from. Click through it directly.

05

Results

Validated as a concept, not yet shipped

Amp'd never went into engineering — the class ended with a usability-tested prototype, not production code. What that testing validated:

7/7

Maze testers said they'd want to use Amp'd

4.6/5

Average ease score across the app's core tasks

3 mos

From the first interview to a usability-tested, high-fidelity prototype

Takeaway

The best research channel isn't always the one you scheduled

The TikTok thread did as much work as the interviews I'd planned — the comments were unprompted, specific and free. I'd go looking for that kind of already-happening conversation earlier next time, instead of treating it as a lucky find partway through.

The part I'd carry forward deliberately: testing the wireframes surfaced a feature I hadn't thought to design — the stats screen — before a single hour went into its visuals. Cheap to learn that lesson before the interface exists; expensive to learn it after.