Market Research
With our living habits so drastically changed by the pandemic, I turned to market research to get a more tangible (and quantitative) understanding of just how much our lives had changed as compared to pre-COVID. I also read Netflix's 2020 proxy statement to familiarize myself with the company roadmap and business goals.

User Research
I conducted 11 interviews with users within the younger range of Netflix's target demographic in order to understand their relationships with Netflix and how their social lives had changed since the pandemic. Based on my research, I found that users who were living alone or previously used to living with friends (i.e. college housing) would feel higher levels of loneliness and turn to Netflix as a source of relief.
Based on the interview answers, I created an affinity map and a response frequency-based heat map that helped me surface common pain points. My findings supported my hypothesis and followed the research insights: Young adults were struggling with the lack of face-to-face interactions in quarantine and were turning to Netflix to find relief and start conversations with friends.
This is what users had to say:
"Shows and movies are a huge part of my conversations with friends."
"[In quarantine,] virtual interactions just don't feel organic."
"Many of my friends live in different cities, so to be honest, I don't have much of a social life anymore."
Affinity Map

Insights
- Users leverage mutual forms of entertainment as a way to connect with family and friends.
- Users struggle to organically connect with long distance friends and family in a virtual environment.
Problem Statement
Users want to connect with others over mutual forms of entertainment, but have a hard time creating organic interactions and finding ways to make the watching experience more social.
Personas of a Typical Netflix User
I created user personas and empathy maps to humanize the data and build a narrative around various aspects of the typical Netflix user's life. This also helped me visualize how Netflix fit into a user's personal and social life, and would serve as a guide when it came to defining my design goals.
Of course, if I were designing the real product, I would refer to Netflix's target audience and personas at this point.

Empathy Map

How Might We... ?
Life in quarantine left users craving social interaction. Despite being home all day, many users still faced difficulties in scheduling time to connect with friends due to work, school, and time zone differences. Users also felt that the "text and watch" formats of other watch party services felt inorganic and lonely. However, living apart from loved ones meant sharing fewer common experiences, leaving many users to spice up their conversations with shared interests in TV and movies.
Keeping this in mind, I created 3 HMW questions to guide me:
HMW foster organic interactions in a virtual environment?
HMW make it easier for users to share their TV shows and movies with others?
HMW create a more social watching experience?