Project Description
The second project in Ironhack consisted in creating a set of wellness tools for the National Wellness Institute* with the objective of generating a new visual system that reflects their innovative and refreshed approach.
As a UX Designer, the focus was to pick a category from the Institute’s options, research how people can adopt a routine on a given aspect that will allow them to achieve a healthier lifestyle and design an app for it. I went for the Emotional Wellness category based on improving people body confidence.
Time lapse: a week for research, planning, prototyping and testing. And another week for design, interaction and more testing.
Work Areas
User Research
User Analysis
Mapping
Wireframing / Prototyping
Information Architecture
Visual Design
Interaction Design
What is YOU?
Nowadays we are living in a culture based on the demand of body worship.
As a result of that we have the believing that if we are not beautiful we are worth less and sometimes even if we can’t fit in a regular size we punished ourselves for it.
And every day we are bombarded by the media with messages that reflect all of the above.
The result is a society full of insecurities, many prejudices and very little confidence on itself.
As a result of studying the certification in coaching I obtained a series of tools that allowed me to help several people to love themselves more. For this reason I wanted to be able to transfer it in an app in order to help more people.
Research
In order to design a gamification app with empathy and learnability, I needed to get in deep detail on the main problems and frustrations users were going through.
I helped some of them in my coaching sessions so I had a start point, but building something only for those people doesn’t mean it can't extrapolate for the rest of the users. I had to learn about the potencial user mindset to tackle the problem statement correctly. I divided the research into surveys created in Typeform and face to face interviews to get both qualitative and quantitative data.
Survey & Interviews Key Insights
I implemented 10 questions in two idioms (spanish and english) for the survey, and for the interviews I asked people an opened questions that allowed me to empathise more with them.
In total 62 people responded the surveys granting me interesting quantitative information. Since I only had a couple of days for user research, I tried to get the best out the survey by implementing some questions for qualitative data too. In order to have a better understanding of the qualitative data I went through 4 interviews, which gave me a solid ground to start working on ideas.
An important conclusion for the research would be that 90% of people figure out that they don't feel body confident and they are looking for to change it.
Affinity Diagram
The next step was to start gathering all the information to find trends and relationships in data that I wasn’t be able to find before in a easy way. I had to divide the surveys and interviews data into qualitative and quantitative, followed by related groups and categorized headers to ideate around them.
Empathy Map
Problem Statement
"Natália needs a way to love more herself because she would like to feel better and she doesn't know how to accomplish it."
User Persona
User Journey
In the follow user journey I was looking for those situations where the user needs the app.
Lo-Fi Prototyping
After visualizing how YOU users look like, what was the situation and which steps were necessary to going through in order to help them to feel more body confident, low-fi prototyping was next. I started to layout the main ideas into hand concept sketches and organized everything with the user flow and site map for architecture information.
Mid-Fi & Testing
Once the mid-fi screens were done, I built the project on InVision to test it. Important results to have in mind after testing:
My app became so huge so I needed to do feature prioritization. According to the surveys people needs to take care for themselves and do things that makes they happy.
So in the first time throught gamification I focused on help people to achieve enjoying things during the week. (You can see it in Mid-Fi & Testing)
But I figured out that I put aside the main goal of my app (gamification, learning and empathy)
So In the second time I focused on which goals people want to achieve in aim to feel body confidence.
Which things make it possible? And which others pull them back?
And through gamification makes and engagement and do it easy and possible. (You can see it in Lo-Fi Prototyping)
Visual Design
When I started the competitive analysis I didn't find any app that are doing the same that I was in my mind, so I took inspiration thought some gamification and coaching apps separately and I tried to achieve an app that users will find:
Interactive
Collorful and Fun
Motivating and Creative
Easy Going and Clear
Confidence & Engagement
I wanted to create something entertain and captivating that makes user engagement. I decided to relate each activity and state with a color to make it easier to know what users are doing.
This colors will be displayed only in important details, so it doesn’t create a mess of tones. So green will be the main color representing calls to action, and turquoise and yellow represent the states of the actions and the percentage of activity graph. I chose the blue marine background because I wanted to represent the confidence.