1. Introduction 2. Discover 3. Empathize 4. Define 5. Design 6. Iteration 7. Conclusions



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Goal

A customizable app that rewards good daily habits to help users better their health.

Overview

Role: UX and UI Designer

My Contributions:

  • Competitive Analysis

  • Interviews and Surveys

  • Affinity Mapping, Site Maps, Personas

  • User and task flows

  • Design Patterns

  • Low, Mid, High Fidelity Wireframes

  • Prototype

  • Usability Testing

Timeline: 4 weeks

Tools Used: Figma, Adobe Illustrator

Our business goal is to increase the amount of users continuously using our features. By centering around self motivation and rewards, the user is more inclined to use our features more.

Client Problem

Re enrollment is low and users do not feel the need to keep using our app. The client wants to understand what keeps users feeling rewarded when using a goal setting app.

Objectives

  1. Determine why users use lifestyle apps

  2. Learn how to individualize our service to accommodate different user needs

  3. Learn how a user completes tasks throughout their day

  4. Determine the ways users want to learn about their habits

  5. Learn how users create good habits

Questions

  1. Why would someone use our service?

  2. Why does a user use different services?

  3. When does a user use our app?

  4. What steps does a user take when using our app?


EMPATHIZE

Who are my users and what are their needs?

Competitive Analysis

I started by researching alternative lifestyle apps to determine the needs and solutions for different users.

User Interviews and Surveys

I then interviewed 5 different users to understand pain points they experienced when using different goal apps. I then conducted 7 online surveys to better determine user pain points and needs.

Interview Goals:

  • Learn about user daily routines

  • What lifestyle apps users have used before and what frustrations and pain points they had.

  • What makes users feel valued and what features make them feel rewarded

Summary of User Interviews and Surveys

Motivations

4 out of 5 users said that they wanted better habits with productivity and getting tasks started. These users said they have trouble getting motivated and staying motivated. Users said they they tend to fall into bad habits and make excuses to not get tasks started.

Frustrations

All users found that they did not keep connected with their apps, and there were too many options when using the apps. They wanted simpler and easy to use products. Also, users found that they the products they used were not rewarding.

Features and Preferences

All 5 users said that they want customizable tracking of their goals. They also said that they want to feel rewarded when a task is completed, or a streak is continued. All users said that they want reminders and notifications when using the app to keep them accountable. Users also preferred to cross items off a list. Lastly, users wanted a sense of community of the product, and to share their accomplishments with friends and family.


DEFINE

What are the problems I should focus on?

Affinity Mapping

I sorted the insights gathered in user interviews and surveys to categorize re occurring comments

Personas

I created user personas to better understand the motivations of specific users

Feature Set/Impact Effort Map

By sorting the possible features by effort/impact, I could begin to determine what features to include in my wireframes

Sitemap

By creating a sitemap, I planned out the possible flows of the app

User Flows

I planned out specific flows for both completing a task and adding a task

Task Flows

I created possible task flows a users should take when completing a task


Design

Design Patterns

Low Fidelity Wireframes

High Fidelity Wireframes

Mid Fidelity Wireframes

Prototype


Testing

Usability Testing

I took the comments from usability testing and rated them by how often they came up, and how severe the problem was.

Revisions

Animation

Users wanted an animation for the “Congratulations” screen to indicate when a task is completed

Squares Not Circles

Users were confused by the circle check marks. So, I changed them to squares.

Share Option

Users wanted the option to not share their achievements.


Reflection and Takeaways

I chose a lifestyle app to be able to determine where users find the most satisfaction when improving their well being. I found that my own personal bias really came into play when conducting interviews. I found that users chose to use lifestyle apps for many reasons. What I wanted to explore was the motivations behind their actions. What kept coming up was users wanting to be inspired to keep using the app. I utilized things like a progress bar, community sharing, and congratulations screens to help motivate the user. For this design, I really considered how the user goes through tasks and the reward system behind that.

In the Future

If I had more time on this app, I would have integrated a few more things. I really focused on the task flow of how a user completes a task. However, I would love to design the flow of the community page. Also, I would like to spend time showing how the user navigates through the discover page.

CONCLUSION