Storyboarding and wireflow

Background: design decisions so far

We’ve learned the 3 core ingredients to changing behavior and creating a new habit: 1) ability 2) motivation and 3) trigger. Given that “ability” factors are largely out of our control (e.g., we found that inclement weather was one of the most significant factors preventing our baseline / intervention study participants from going outside), we decided to focus our solution on inspiring motivation and well-designed prompts.

This being said, we had a lot of questions around how we should actually do this, based on what we discovered from our intervention study results and post-intervention interviews.

Key questions to answer

Will users have sufficient motivation?

  1. Does our current concept rely too heavily on users self-maintaining their motivation long enough to effect sustainable behavior change?
  2. How might we remind users of why they wanted to spend more time outside in the first place?
  3. How might we remind users of the benefits of spending more time outside?
  4. How might we use positive reinforcement to help sustain motivation?
  5. How might we leverage gamification / our collection mechanic to help sustain motivation?
  6. How might we give users a reason to go outside?
  7. How might we enable users to motivate each other?

Are the prompts effective?

  1. Does our currently concept rely too heavily on “person prompts”?
  2. Is the timer / “set time interval” mechanic actually effective, or does it simply add friction to the process?
  3. How might we anchor this new tiny habit to an existing habit, and use the existing habit as an organically integrated prompt?
  4. How might we leverage different technologies in our nudging system? (e.g., geo-fencing, time-based notifications, etc.)
  5. How might we leverage what we know about the other tools our target audience uses? (e.g., browser extension, calendar integration, etc.)
  6. How might we enable users to prompt each other?

Clearly, we have a lot more questions than we have the time to answer. But what’s new — so… prioritization! After reflecting on our post-intervention interviews, we realized that social accountability was the biggest driver of behavior change for our target users (in this problem space specifically, but I have a hunch this is probably the case in other domains as well).

As such, we decided that we ought to focus on how we might strengthen the social accountability dynamic in our solution, in the context of both 1) increasing motivation and 2) serving as a prompting mechanism. So, in this stage of the design process, we focused on exploring the following 2 questions (which are naturally related in the vein of enhancing social accountability, so it’s effectively a single mushy question 🤷‍♀️):

  1. How might we enable users to motivate each other?
  2. How might we enable users to prompt each other?

Product-as-hero storyboarding

I’m pretty shit at drawing but hopefully this does our concept justice 😅

Low-fi wireflow

After coming up with a few ideas for how to design and map mechanics to greater social accountability, I created this low-fidelity wireflow to illustrate how we might do this in our final prototype.

The idea is that the in-app “beeping” works as a peer-to-peer nudge — instead of relying on users to internally motivate themselves to return to the app, this design leverages the social nature of our target users to both increase their motivation and serve as a prompt to go outside (maybe together — either physically or perhaps taking a phone call on a walk).

I have way too many different inboxes and hate how many messages I receive across different platforms (and nothing suggests that our target users would feel differently, given that I am honestly probably a social WFH-aholic myself), so I wanted to avoid having an in-app messaging system. Instead, users can simply “beep” each other as a quick-and-easy nudge, and then contact each other to make plans the same way they would normally hit up a friend.

I also wanted to design the “friends list” as a “playground” because I thought the visualization of all your friends’ blobs (and knowing they can see yours) might drive social competition dynamics, both in terms of 1) “leveling up” your blob and 2) avoiding showing up as sad n grey on your friends’ screens. (note that color is used to represent different blob characters in the wireflow below)

Social accountability dynamics: wireflow with annotations

I’m excited to see what other ideas the rest of my team came up with — now we CONVERGE!




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Rose Li

Rose Li

stanford econ and hci

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