Organizing events in small, close-knit communities or friend/family groups often leads to an uneven distribution of work, lack of transparency, difficulty tracking contributions and resources, and relies on a few individuals taking on the burden without formal authority or support.
PitchIn is a platform designed for these groups (10-50 primary, 5-20 secondary audience) to plan, organize, and manage events with transparency and decentralized authority. It facilitates shared responsibility, clear task management, resource tracking, and equitable contribution, fostering a sense of shared ownership.
Unlike large events with professional planners or simple group chats lacking structure, PitchIn provides dedicated tools for collaborative planning within trusted, established communities, focusing on fairness and transparency without a rigid hierarchy.
This project followed a comprehensive user-centered design process. It involved analyzing the initial project brief, defining user requirements through personas and scenarios, mapping out key user tasks and flows, and establishing the information architecture. The design phase included iterative development from wireframes to high-fidelity, interactive prototypes in Figma, encompassing creative strategy definition (mood board, style tile) and the establishment of a consistent design system (components, colors, typography, layout). Evaluation was integral, involving usability testing planning, execution, and synthesis, alongside peer critique, leading to data-driven design iterations.

Task Definition & Flow Diagrams: Defined two key user tasks crucial to the scenario:
Setting up the event and inviting participants.
Adding preparation tasks and managing contributions (including self-assignment).
Developed detailed task flow diagrams for each, including user actions, system responses, and incorporating potential complexities (e.g., invitation pending status, self-assigning tasks).

Object Modeling: Briefly identified key data objects the system would need to manage (Event, User/Contributor, Task, Invitation) and their major properties.
Wireframing & Structural Prototyping: Created wireframe screens in Figma illustrating the step-by-step user flows for the key tasks, focusing on structure, layout, and core functionality. Connected these screens into a basic interactive prototype to demonstrate navigation and flow, including necessary overlays and scrolling. Mobile-first was established as the primary design target.
Creative Strategy Development:

Design System Establishment: Progressively built and refined a design system in Figma throughout the design phase: