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For ME

Overview

For ME app is designed to motivate individuals to schedule time to develop and sustain healthy habits, while also encouraging them to link their physical and mental well-being in a cohesive system.

Timeline

3 Weeks

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Team

Ashwini Pollepalli  | Gabrielle Lamanna
Irina Lipets  |  Fengtong Zhang

My Roles & Responsibilities

Conceiving an app as a UX designer and seeing it through to completion as a UI designer.

Research

As user researchers, we wanted to better understand what influences people to feel motivated in order to strengthen their mind and body, such as engaging in fitness activities and living a healthier lifestyle. The development of our app will allow users to fulfil their self-care regimens. As a team, we performed four user interviews and a survey on Google Forms to better understand our users and gain useful data to drive our design. We had the following key findings.

Findings from the Interviews
  • Hectic work/study schedule

  • See self-care as caring for both physical and mental health

  • More than 50% of participants spent an equal amount or more time on social media compared with the time for self-care activities

  • Lack of motivation to build and maintain healthy habits 

  • Appreciates support from people who want to achieve common goals

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User Persona

During the ideation phase, we created a user persona based on our interviews with actual users. Used an Affinity Diagram to create a User Persona based on our research. The conclusion was that time management was not a problem, but rather a lack of prioritizing. So, we set out to dispel this myth and encourage individuals to reevaluate their sense of well-being.

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Problem Statement

We created a clear problem statement by combining my point of view statement and the How Might We Statement. The problem is that individuals lack sleep and are under a lot of stress. Maintain a healthy work-life balance is the best solution. Constraints have a very hectic schedule.

 For Me was designed to assist young working professionals to achieve a better work-life balance. We have observed that users have trouble prioritizing their goals due to inefficient use of time, which is causing poor mental and physical health. How might we help users control their habits so that our customers create a better lifestyle based on the daily goals they check off on their list?

Ideation

We used the I Like, I Wish, What If technique for brainstorming and ideation based on the problem statement. We were able to think beyond the box as a result of this. A feature prioritization matrix was also developed to rate ideas according to their complexity and impact. As a result, we were able to identify the largest issue (to record a daily journal and being able to have a customized agenda, a monthly count down a reminder to assist in building a habit and be rewarded, community for peer inspiration)

User Journey Map

The outcome of our journey mapping was that users needed a push and reminder to revive their wellbeing. It was the abundance of personal time during the pandemic that caused individuals to reevaluate their priorities. More importantly, the necessity of awareness in oneself and their mental health.

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Competitor Analysis

We analyzed four competitors. Our direct competitors were two habit-related apps, Habit Rabbit and Fabulous. They provided daily advice, coaching, and a reward system to help people achieve daily goals. The two indirect competitors were MapMyWalk and Tone & Sculpt, both of which were fitness-related. They stored workout history and contained a reward system. Our previous data helped uncover that rewards and a kept record of an individual's experiences were helpful to one's success and sustaining their goals. 

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Mid-Fidelity Prototype

We started off with the user journey through the flows — having a dashboard, setting a goal, achieving a goal and getting rewarded, finding motivation, being able to share with friends on different social media, reviewing activities, etc. This helped us determine the best path to map out the plan and integrate science-backed principles to achieve goals.

Next, we carefully sketched our wireframes for onboarding, dashboard, journal, motivation and profile.

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Usability Testing

We did four usability tests. Our Testers loved our general idea, but they were confused by the onboarding process, the awards system, and the challenges, as well as how to find those different sections. They wanted more prominent call-to-action buttons, an option to share their achievements with friends, and a pre-filled customizable checklist. We organized those requests into categories and decided to focus on clearer navigation and labelling, explaining the meaning of different awards, and confirmation screens.

Logo

In our Logo, we wanted to focus on the individual and their goal and eventually ended up combining both. We decided to apply the shades of turquoise colour for our project since it represents a refreshing, calming and positive energy.

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Iterated Wireframes

Onboarding

During the onboarding, to help our users understand and learn more about the app. 

  • Have provided information about the app's features like gamification.

  • How to navigate to different sections.

  • An easy sign-up process.

  • A confirmation page was also incorporated to ask the user's permission to share information about them while signing up with Facebook and Google.

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Mood Tracker

  • A mood tracker to track user’s moods at different instances 

  • Also included information about what and why we were tracking the mood

  • It is possible to better control one's way of life if one is mindful of one's feelings. This is an important step to self-love and good quality of life. 

For ME

  • The landing page has personalized dashboards for each individual to encourage them and track their accomplishments. 

  • Users could track goal summaries on a daily, weekly, monthly, and yearly basis.

  • Enabled gamification to encourage users to achieve more. 

  • An emotion trending graph has been introduced to better understand how each user is feeling at any given time.

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Plan ME

  • Allows users to create daily tasks and encourage journaling.

  • A fresh journal might be started and saved by users. Check out past entries in the journal as well.

  • Users can also add a part to an existing checklist they've created for themselves.

  • Colour coding was enabled and saved for Prioritization purposes.

Motivate ME

  • Has pre-defined habits and challenges to inspire.

  • Users could find new challenges

  • Also, view other challengers’ reviews. Also, like and comment.

  • Users could join a challenge and could receive alerts/notifications regarding the challenge.

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About ME

  • A section all about the user.

  • Could also add a friend, with customizable fields.

  • Could view challenges that you've bookmarked as favourites.

  • Ability to share the awards on different social media platforms

Future Product Backlog

  • Want to implement Analytics modules to measure KPIs

  • Trending of top challenges 

  • Ranking of participants based on gamification

  • Integration with other popular apps like Google Fit 

  • Enhancing the notification modules with reminders

  • Redemption of points with amazon vouchers

Final Thoughts

Function-oriented Onboarding is critical for an app to show users how to get started and how to perform common actions to create a successful first impression and better user experience. At the same time, it should not overwhelm the user with more information. We have to use progressive onboarding as well if the app is packed with a lot of powerful tools such as setting personal goals, tracking and logging exercise, and social fitness challenges.

 

A simple and personalized dashboard is important for each individual to track their progress and accomplishments 

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As a UI designer, I also learned about micro animations and the importance of colour theory, which is especially important when dealing with mental health and well-being.

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