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header

Case Study 1 - WNRS

overview image

Overview

Duration

2 weeks

Tools

Figma, InVision, Miro, Google Forms

Background

We’re Not Really Strangers is a global community that centers around empowering meaningful connections. They are widely known for their card games that bring people together and deepen relationships. Their quotes and contents have been shared across social media platform because it draws out vulnerability in people in an uplifting way. With this solid branding and identity, We’re Not Really Strangers currently also has a subscription SMS called Emotional Hotline.

Context

According to an article by The Brink, “New research from Boston University School of Public Health reveals that the elevated rate of depression has persisted into 2021, and even worsened, climbing to 32.8 percent and affecting 1 in every 3 American adults.”

I wanted to design an app version of We’re Not Really Strangers as a mental-health app that encourages and guides people of all ages, genders, and ethnicities through their mental health journey. Problem What kind of positive reminders are desired by users and when are the reminders desired?

Design Process

                              Empathize => Define => Ideate => Prototype => Test

Empathize

Secondary Research

I began this project by conducting secondary research on the impact of mobile phone reminders on self-care. I found that a two-week use of reminders improved the self-care of the users.

Testimonial

"The reminders approach could be designed to increase self-care and to encourage [users] to take time for themselves, empowering them to take an active role in meeting their needs" - Informatics, 2022

Survey

I wanted to know what types of people would find value in this app and what they would want from a self-care app.In order to find out, I surveyed 9 people asking about their current mental state and mobile device usage.

survey section image

Here are some of the findings:
  • 44% of participants check their phones all the time
  • 75% of participants use phone reminders
  • 56% of participants are not content with themselves
  • 44% of participants would find the positive reminders helpful Key Insights (pain points): (big) 100% All participants had some kind of worry 67% Participants found notifications annoying due to ads

Define

With a better awareness of the potential users, I adopted the point of view accordingly.

Empathy Map

I created an empathy map to gain a comprehensive understanding of our potential user's thoughts, behaviors, and feelings.

empathy map

Storyboard

I composed a storyboard by organizing the data from the survey and empathy map to demonstrate how potential users might find the app helpful.

storyboard

Ideate

After personifying our potential users and finding opportunities for the app in their lives, I began brainstorming and exploring ways to address the problem statement.

brainstorm

User Flow

Considering that the potential users found notifications bothersome, I developed a user flow that allows users to customize their reminder frequency.

userflow

Prototype

Sample Screens

(Conceptual Design, Not Final Product)

conceptual designs

Clickable Prototype

clickable prototype

Test

To validate that the prototype solves the problem statement, I conducted Usability Testing and Survey.

Usability Testing/Survey

I sent out another Google Form to the 9 participants and instructed them to go through the clickable prototype. Then I asked them to answer some survey questions based on their experience.

test survey 1

test survey 2

Conclusion

Insights

Based on the survey responses, I am able to conclude that the initial app design was successful, though not complete. Users did not struggle to navigate the prototype and I was able to discover what types of reminders and when users would want them.

Next Steps

Due to the time constraint, this project was limited in planning, designing, and feedback. Using the feedback that users provided, I would like to refine the UI design of the app. Because it was a strategic north star brainstorming design, the prototype has lots of refining to be done. I would also like to survey more people to explore more potential users and make iterations that could allow the app to be appealing to more people.

Reflection

Designing the app version of We're Not Really Strangers was a creative endeavor for me. It got me to strategize ways to align business goals with human needs. I was absorbed in empathizing with potential users which helped fire up my brainstorming during the design process. Although I was able to design a prototype, one piece of feedback stated that the participant struggled with the direction of the survey. I learned that organizing the research plans clearly for the participants is just as important as the final product.

Thank your interest in my case study. Any constructive feedback is appreciated!