Week 13: Concept Testing and Rapid Prototyping
The last two weeks consisted of validating our design direction and we leveraged user inputs on varying fidelity of design ideas to drive refinement and validate our concepts.
Setting up the problem space:
In the exploratory phase, we defined our SDG as Goal #3: Good Health and Well-being. According to the literature on the UN Website, the goal is outlined as —
Ensuring healthy lives and promoting the well-being at all ages is essential to sustainable development.
Significant strides have been made in increasing life expectancy and reducing some of the common killers associated with child and maternal mortality, but working towards achieving the target of less than 70 maternal deaths per 100,000 live births by 2030 would require improvements in skilled delivery care.
Given that SDG 3 is framed to consider the high mortality rate across developing contexts (not necessarily developing countries) among women across the world.
In the context of a high-income user group, we are framing our intervention in the SDG and one that creates an outlook on women’s health and ageing from a holistic, palliative, collective and bio-behavioural lens
Object-Oriented UX
Testing to validate or drive refinement
Our concept testing was focussed on quantity over quality, iterative and Participatory. We asked users to think aloud, and gathered insights from their verbal and non-verbal cues.
Round 1: Speed Dating: We conducted 2 workshops with swans and sparrows each and two in-depth interviews with swans.
What we wanted to understand:
- The value proposition of each idea and what is important
- How they feel about interacting with the concept and its technology
- What problem the concept is trying to solve
- Users think aloud and contribute insights
Round 2: Low-fidelity Prototype
What we wanted to understand:
- How users interacted with our product
- What they were thinking as they were navigating our product
- When, how and why they would use this product
- How they feel about interacting with the concept
- What problem the concept is trying to solve
Our Design Strategy —
Through our research, women spoke about feeling a high level of comfort sharing this topic with other women, before they shared with family.
In our strategy and theory of change, we identified this as an insight to start with a community of women and then scale it so that this conversation is easier to make a change at work and home.
Most women we spoke to said that their families were fairly supportive, but they just wanted to find an opportunity to understand themselves first before they spoke about it with others.
We are framing this as our Theory of Change for Design to Improve Life
Key insights —
- More inclined to connect through story-first that connect to chat directly
- If she starts treatment — showing treatment result and outcome to help her make some decisions — Having a feedback loop of treatment working or not working.
- Having this tool makes it easier to start a conversation with family members
- The community aspect has a positive language, the goofy, playful component was appealing to the users we tested with
- Looking at this to understanding herself
- Tracking — more willing to use the app than the wwearble. Wearable for insomnia.
- Knowing what ways of tracking are sensible for what vitals.
- Health tracking integration would be valuable.
- Ways of tracking and format of tracking — flowers are nice.
- Powerful visual is a helpful metaphorical link to symptoms.
- when talking about symptoms be clinical, when talking about stories be playful
- It’s such a forgotten age group — that talking about it lights them up.