A habit changing application
The goal of this project was to develop a design concept that will assist in overcoming our bad habits. By creating a mobile application, the design approach involved identifying a problematic behaviour and eliminating it. The end result was an app that would motivate students to stop procrastinating and work harder in return for certain rewards in form of internships and other perks based on their academic performance.
Project year :
My role :
Tools used :
UX research, UI designing and prototyping
Figma, Illustrator, Protopie
Project type :
Creating a story
A Making a story board helped me to visualise the challenges students face on daily basis. On the basis of the storyboard, I went on to create a journey map that guided me in locating potential possibilities and ideas I could use in my design concept.
It is important to study applications that offer similar services. By maintaining a field diary for 5 days for chosen applications and then conducting a competitive analysis for the chosen apps, I was able to study and identify their unique features and weaknesses. This research allowed to to identifying helpful features that could be added in my design concept. See complete report here.
A hypothetical archetype of actual user was developed based on available data, personal experience, speaking with my fellow peers. The persona created gave a helped identify potential user pain-points and the design direction I could take
Developing a reward based system
Cue, craving, response, and reward are all necessary components of habit formation. Since students are constantly looking for internships and freebies (craving), I decided to develop a band-based system in which students would receive points depending on their grades (response). Each band has its own incentives, and the higher the band a student is in, the more rewards are unlocked. In order to spur them on to study more and earn a higher band, students may also check what band their classmates are in (cue).
Developing low fidelity user flow
Quickly ideating some low fidelity screens, iterating the layouts and developing a final user flow before developing high fidelity prototype.
Taking design direction
Developing a moodpboard to portray a mood and feel of calmness, hope, energy and positivity
Developing high fidelity screens
Based on identified user flow and taking inspiration from the moodpboard, high fidelity screens were developed
In order to form a habit, one must perform an action frequently. The biggest lesson I took away from this project was how to leverage the four phases of habit to influence a user to alter their behaviour. A really user-focused initiative that taught me how to conduct competitive analysis. However, there is always room for improvement. Considering the current band-based platform, a number of other features might be included, such as a leader board. Additionally, given that this is a student-focused app, the app could also include a part for self-improvement courses.