GoQuesty | App Concept

What is a Third Place?

Our team imagines Third Place as a 3rd location, outside of home and school, which gives young teens opportunities to communicate, interact and develop social skills through enjoyable activities.

A “third place” is a term made by sociologist Ray Oldenburg in his 1989 book, "The Great Good Place." It refers to informal public gathering spaces that exist outside of the first place - home, and the second place - work or school. Third places are essential for fostering community, social interaction, and civic engagement. Ray Oldenburg began his research on third places out of concern for the decline of social spaces in American suburbs and the impact this had on community life and democratic engagement. He noticed that as cities grew and suburbanization increased, people had fewer opportunities for casual, unplanned social interactions outside their homes or workplaces. This decline, he argued, contributed to social isolation and weakened community ties. Oldenburg’s work was motivated by a desire to understand what makes vibrant, connected communities, and how “third places” serve as the “anchors of community life” where relationships can form naturally, bridging social gaps.

“Third places are nothing more than informal public gathering places…crucial for democracy, civic engagement, and a sense of belonging.”

— from “The Great Good Place” by Ray Oldenburg

Team

Janiya Williams

Brooklyn Pitre-Cooks

Stephanie Ajayi

Yana Agapova (Konovnitsyn)

The GoQuesty Project is powered by a dynamic and interdisciplinary team dedicated to research-driven innovation and thoughtful design. Led by Janiya Williams, the team benefits from strong coordination and vision across all phases of the project. Brooklyn Pitre-Cooks serves as the Principal Investigator and Research & Ideation Specialist, guiding the team through user research, insight development, and conceptual exploration. Yana Agapova (Konovnitsyn) serves as both the Data Manager and Lead Visual Designer & Strategist, blending analytical structure with compelling visual storytelling to enhance the user experience. Together, the GoQuesty team combines strategy, creativity, and insight to shape a meaningful and impactful product.

GoQuesty

In order to ensure the outcome efficiently reaches our youthful target audience, we developed GoQuesty. We use digital technology such as a mobile app and social media platforms to extend our visual language into spaces where our target audience of the younger generation naturally and commonly interact. Through vibrant and bold colors, playful rounded typography, and layered energetic illustrations over images, we communicate excitement, diversity, and real-world interaction.

The app is designed to use engaging prompts, personalized suggestions, and gamified rewards to motivate teens to explore local spaces, meet up in person, and build social confidence. With the implementation of geolocation both benefits the younger audience and their parents by helps suggest nearby, teen-friendly places, making real-life experiences more accessible. At the same time, parents can opt into a safety dashboard to ensure peace of mind through location visibility and safe zone tracking.

Awareness That Matters

GoQuesty shines a light on local third places—from libraries to youth-friendly cafes—filtered by walkability, safety, and affordability around the user. Teens discover hidden gems; parents discover trusted options.

Choose Your Own Adventure


Gamified creative prompts turn everyday places into social quests—draw in a park, try a new snack, create a street photo challenge—pushing teens out the door and into shared memories and encouraging them to form relationships with peers.

Physical Meets Digital


Our mobile app and social media channels deliver challenges, track progress, and unlock real-world rewards. Every like, step, and meetup earns points, keeps teens engaged, and fuels healthy habits, ensuring decision-making freedom, all while building social and responsibility skills.

Safety Without Hovering

Promoted spots are well-lit, public, and sidewalk-accessible. For peace of mind, parents can opt into a Safety Dashboard with location visibility and safe zone alerts—no micromanaging needed.

Process / Research Paper

Interview Summaries

Third places—neutral, accessible hangouts outside home and school—were once central to teen social lives, offering freedom, community, and low-cost fun. Over time, accessibility and social safety have shifted, with fewer options, more isolation, and less organic community engagement for today’s teens.

Similarities Across Interviews:

  • Main Activities: Hanging out with friends (movies, cafes, skating rinks, malls, parks, friends’ houses. Informal socializing—laughing, goofing off, dating, and enjoying independence. Activities often included group outings, shared hobbies (sports, computer clubs), and events.

  • Accessibility: Relied on public transport, walking, carpooling, or parents for a ride. Most spaces were cheap or free; costs were covered by pocket money or parents.

  • Enjoyment Factors: Strong sense of independence and freedom from adult/academic supervision. Opportunity to form bonds, expand social circles, and “just be kids” outside of a structured environment. Feeling safe and connected within their communities.

Differences Between Past & Present

Diversity & Availability of Third-Spaces

  • Past (50s-90s): Wide range of options—teen clubs, skating rinks, arcades, recreation centers, fairs, grocery stores, and church lock-ins. The community felt more involved; activities encouraged mixing and meeting new people.

  • Present (Now): Limited to cafes/fast food, movies, friends’ houses. Few structured teen hangouts, like arcades or teen-only spaces. Teens wish for more options, but are unsure what those would be.

Community Feel & Social Safety

  • Past: Stronger community ties—knew neighbors and elders, minimal peer pressure, police presence, felt safe in public spaces.

  • Present: More uninterested in socialization, mainly interacts only with existing friends, not strangers. Social environments feel unsafe or less accessible, leading to fewer group activities.

Cost & Accessibility

  • Past: Even in rural areas, carpooling and cheap public transport made outings easy. Many activities were free or low-cost.

  • Present: Still accessible through transport, but fewer places to go, and outings rely more on parents.

Social Change Post-COVID

  • Recent Years: COVID-19 has reduced group hangouts, pushed more teens to stay home, and shrunk friend groups, resulting in fewer chances to make new friends or have spontaneous social experiences.

  • Past: Sleepovers, road trips, and community events were much more common, facilitating broader connections.

Key Takeaways

  • Then: Teens benefited from plentiful, varied third-places that supported community, safety, and independence, with organic opportunities to socialize.

  • Now: Teens are often left with fewer, more commercial or private options, rarely interact outside their friend groups, and may feel the lack of a broader, welcoming community.

Result: Modern teens are more isolated in their social lives and miss the communal, accessible third places that used to define youth culture.

What else did we find?

Leading to the Solution

1 - Combining Digital Platforms With In-Person Experiences

  • Bridging the gap between digital engagement and tangible, in-person interaction amplifies both reach and impact.

  • Creating an experience that mixes physical activities and engagement with digital technology and motivation factors.

  • Integrating geolocation to find spaces, and ensure the parent knows where their child is while exploring.

2 - Remove Roadblocks to Teen Socialization

  • Initiating engagement and providing activity prompts.

  • Eliminating the barrier of 'not knowing where to go' through suggestions and recommendations of other adolescents and teenagers.

3 - Foster Youth Leadership and Authentic Inclusivity
To foster healthy social lives, it's crucial to identify and address these obstacles, making offline hangouts more accessible and attractive for both the teen and the parent. Leadership opportunities allow them to take ownership, while true inclusivity goes beyond accessibility to mirror their real identities, values, and interests.

  • Allowing teens to choose their own prompts and ensure they feel 100% in control of their actions.

  • Ensuring the target audience feel’s like they are not being told what to do.

  • Suggest activities and prompts based on the audience’s set interests to ensure they engage in activities that are meaningful and important to them.

Previous
Previous

Akizidenz Grotesk | Type Specimen Book

Next
Next

Sir Poniard | Barrel Toothpicks