The mindful app is designed to provide students with mindful micro meditation tasks and help students make friends on campus.
We started with a How might we statement: How might we make students on the Jefferson campus do mindful exercises.
Learning objects: Through this project, we wanted to test the build measure and learn methodology, test and measure our assumptions through pretotyping methods from “The right it” book written by Alberto Savoia, Googles first engineering director
The project started as a group project and turned into an individual project at the later stage of the process. Brainstorming was done in a group of 4. I worked on prototyping, interaction design, defining the strategy, evaluating our assumption and measuring the user engagement under the guidance of Professor Mike Begley. The duration of the project was 2.5 months.
To sum up
My role: UX strategies, interaction designer, user researcher ( It’s just hard to define a role since the role changed based on the problem we are solving, however I can categories into those above-mentioned categories )
676 students came to know about a mindful app in which 25 students showed interest i’e 4%, out of 25 students 14 users completed the task ie 56%, among the 14 students 9 (64%) students completed two tasks and made friends.
User experience design strategy tools: 1. Build measure learn 2. The right it model 3. the hooked model
Prototyping and interaction design tool: 1. Pen and paper 2. Sketch 2. Flinto
How might we?
How might we make students at Jefferson university do mindful exercises?
Who?: Jefferson university students | why? : Help them live a mindful life
Have you played cards against humanity? if yes, we did something like to come up with ideas, we tried this new approach of brainstorming where we had asked ourself how might we? and then picked the cards to come up with new ideas- the cards included various research insights which helped us to design the product based on the user research insights — these cards were designed by our professor ( Highly experimental, but it worked)
The design criteria for my product was
1. Quick and easy as Tinder
2. Convenient as a ATM
3. Connecting as a match.com
4. Invested as Lego
In order to build an engaging user experience, we utilised the hooked model, to define, what triggers the users to use the product. what will be the action, what will users invest and what will be the reward.
What triggers the users? students experiencing stress due to constant school work — trigger: gets a notification
Action: Looks at the watch and clicks on the micro meditation task.
Investment: Based on the user use interface adapt and recommend micro meditation tasks.
Reward: As a reward, students get to meet new friends on campus ( like match.com)
To deeply understand the problem and show the user’s journey, we did the storyboarding.
Defining the assumptions
To discover and define our assumption, we did a risk evaluation matrix. The riskiest assumption was
Students on campus will do micro mindful exercises when we remind them, students will be excited to meet new friends on campus and will take the effort to meet them.
Testing our assumptions and user engagement
How can we test out ideas without the product being built? That’s where the pretotyping strategy comes into the picture. We created posters and created an event on social media. We asked the users to follow the mindful Instagram page, once they followed us, we sent them quick mindful tasks, once they completed it, we connected them to a new friend.
Pretotyping method: Fake door+ mechanical turk
After the preptotyping experiment, we measured our assumption.
So initially we said: Students on campus (how many )will do micro mindful exercises when we remind them and they will be excited to meet (how many did )new friends on campus and will take the effort to meet them ( how many did?).
676 students came to know about mindful app in which 25 students showed interest i’e 4%, out of 25 students 14 users completed the task ie 56%, among the 14 students 9 (64%) students completed two tasks and made friends.
“I felt good, usually people forget to take a break and when people do this it feels soothing”
“Three tasks for one friend is bit too much”
Insights and takeaways
- Through this experiment, we measured our assumption and see how many people are actually doing the exercises and making new friends
- Collected our own data ( YODA) to support the hypothesis
- Collected qualitative data and made changes based on the user’s feedback.
MoSCow- Must have, should have, could have and won’t have
In order to define and priorities the app features, we separated our features in must-have, could have, won’t have and should have.
Some of the must-have features were- onboarding, micro meditation tasks, community, location and time details, control to not share the private data, analytics on the task completed, terms and conditions.
Wire-framing and prototyping
I started to sketch out the ideas on paper which helped me understand the things missing the app and understand the app flow better. I used these sketches to communicate my idea with the stakeholders and get feedback
we created the wireframes to get early qualitative feedback from the users, we conducted user testing and documented the feedback.
After we completed the ideation and prototyping phase we headed towards visual design phase to make the app delightful and communicative to the users
Mood-boarding helped us define the product branding. The product would be, futuristic, luxuries, aerodynamic, calm, simple, colorful and quick
UI The mood boards helped us to formulate the product vibes and themes, and I created the UI kit based on the mood boards we created. UI kit includes logo, colors, fonts, buttons, graphs, icons, models
we created mid-fidelity UI and represented the app flow.
High fidelity UI
The interfaces were designed in Sketch. The UI includes splash screen, onboarding home page with meditation tasks, community page, and analytics page. The visuals were kept consistent wrt to colors, fonts and overall branding of the app
Micro- interactions/ motion design.
Keeping in the mind the basic principles of interactions: Trigger — rules — feedback -loops and modes. The micro-interactions were designed in flinto . which make the app delightful and communicative
In this projected, we implemented pretotyping methods to build measure, learn and quantify our assumption. I learn’t to work in a team and also as a individual.The design critique sessions helped us learn how to provide constructive criticism and also positively receive feedback. When we were stuck we used first principle thinking to define our next steps , through this project I got better understanding of UX strategy, user testing, micro-interactions, visual design and more.
Thank you for reading
John Rodrigues .
MS in user experience and interaction design from Thomas Jefferson University