Nutrition mobile and wearable application — UX Case Study

We’re going to take you through a case study that gives full glance about the process, the challenges and overcoming obstacles with solutions we faced along the way.

Our goal

As a team, our goal was to create a brand new mobile application and web platform to help users monitor, control and enhance their nutrition behavior and food lifestyle. Also, establishing the link between nutrition clinics and users by sending daily reports to estimate the progress of the user.

Our challenge

As a UX team, our challenge was to interpret business thoughts to be intuitive and easy product.

For this purpose we followed the agile methodology and design thinking process.


We divided our develop plan to small units (Sprints) and apply design thinking process into each Sprint, to make sure that each step have the solid base to move forward when we design and develop the app.

We’re going to focus on first Sprint and how the UX team establish a strong foundation and increase flexibility to all sprints until the project is launched successfully.

Understanding our Competitors

We know that one of the most important aspect of running a successful business is knowing who our competitors are and what they are offering. It’s a chance to look closely at our market and our competition, to learn what the others are doing and why. By doing this, we can use this knowledge to create strategies that take advantage of our competitors’ weaknesses and improve our own performance.

As part of our research, we have listed down top nutrition apps in the market today and did an analysis with each one of them against the outlined set of criteria below to do our qualitative research. These are smart goals that we have set and are measurable so that we are clear with our target output.

- Ease of navigation
- Call to action
- Consistency (visual and function level)
- Eco system friendly (Mobile friendly)
- Content (Readability — tone of voice)
- Forms
- Error
- Complexity
- Desirability
- Accessibility
- Visual acceptance
- Performance (Technical and ability to use)

Diary Study

This is another user experience technique we have used to collect qualitative information by having participants record their activities, thoughts, frustrations, and experiences in a log or diary.

We prepared interviews with 5 participants (clinics) with different nutrition specialties to help us understand the pattern of organic behavior, discover habits and motivations, and how clinics deals with the different types of situations.

We also gave our participants (clinics) very clear instructions and document template to guide him in using the diary study. We chose Evernote as a tool to help us monitor the participant’s daily activities.

After we have collected the data from participants, our team met for brainstorming analysis of the data gathered to have tangible information help us take the correct decision.

We came up with the following conclusion below.

We studied users starting from food habits and ability to follow clinic instruction.

Based on our diary study we found that there are three types of people based on nutrition habit.

  1. People who have fix nutrition program they are following from a long time and they are resistant to making changes in their diet.
  2. People who likes to try different food without considering the nutritional consequences.
  3. People who are inconsistent with their nutrition program.

We also created multiple user journeys to highlight pain points of the actual users.

Here we show one of the user journey.


Based on our research, we have created two types of personas. The primary persona is a user with health issues. The secondary persona is an athlete who wants to maintain a healthy lifestyle and nutrition. The persona’s highlight the user’s pain points and end goals about what they want out of an app dealing with health concerns.

Affinity Map

We had brainstorming workshops to gather as much as potentials pain points and good solutions as goals. We use affinity map (diagram) to illustrate ideas and data we gathered out of this session.

We also applied gamification method as a master key to increase user engagement, help accomplish tasks, and increase the motivation.


After we have finished our step in understanding the user and gave a full glance on pain points, we find the right solutions to avoid all obstacles.

We started to do prototype to illustrate our ideas in a fast way and have tangible material to show the user interface, navigation, and look and feel of the application.

Visual Design

After we have agreed about the flow, content, and navigation with the stakeholders, we started to design screen and created style of the look and feel of the app. Main page shows how to use the indicator based on situation and what the clinic decide to monitor.

Below screen shows sample of the first sprint.

Design System

We created a design system for our app because it’s a great tool for production and development, and for a smooth hand-off.

Moreover, design system supports Agile Methodology by adding changeable visual tools to inheritance system.

Risk is also minimized as the design system is scalable and adaptable that even when there is a product enhancements as we go along the project, it is able to support the size of the product until the end.


To developing an experience design strategy as users need many iterations in terms of thinking, testing, validating and redesign.

Good design is a lot like clear thinking made visual
Edward Tufte