Olive

Olive

UX/UI-Design Case study
DESCRIPTION
This case study provides an overview of my work for the project I worked on during my Career Foundry UX course. It highlights milestones and explains my way of thinking and making design decisions.
project scale
5 months
My role
Sole UX-Designer
Tools used
Balsamiq, Framer
Primary stakeholders
Career-Foundry UX-Course

This App is about allowing health-conscious individuals to log in to a responsive health and wellbeing portal to record their health and medical information as well as access general physical and mental wellbeing features.

The problem

Health Apps often focus only on physical health (hydration, step goals etc), mental health isbeing left out.

Health advice and resources are overwhelming and sometimes not credible. There’s alot of false information (especially diet advice) on the internet. This might be confusing or evendetrimental to users health - reaching a step goal and drinking water isn’t  enough!

Health Apps are often not personalized to one user. Everyone receives the same suggestions.

„Users need a guided way to guarantee a path to better wellbeing through reliable and personalized information. Finding information about this topic is overwhelming and time consuming.“

The solution

This App  puts a great focus on improving users mental health as well as their physical
health. Mental health is equally important as physicalhealth and they influence eachother.
Information submitted by experts in the field provide credible and reliable advice.

The App  updates it’s suggestions for users regulary with every input they make. For
example by filling out surveys, that define the users‘ current situation and future goals better.

The most important factor for health is consistency. Users will be rewared for every task, every good behaviour to stay on track.

onboarding screens
Research

Competitors

Researching several competitor Apps showed that they are often:

Subscription based

Focusing on only one aspect of health
OR
Trying to combine far too many

Finding: Combining the most valuable features into one single free App

health pal and headspace
Research

Interview analysis

I interviewed 3 participants 1 on 1 while recording our conversations.

As a step to break down all the data I collected during interviews I created an affinity map. Key findings that I wrote down during interviews are arranged on sticky notes and color coded by participant. Similiar findings are then rearranged into groups that visualize and organize them.
On the next slide I present the insights I drew from these findings.

interview findings
Research

Insights

What's important to the users:

  • Education
  • Sleep
  • Mental health
  • Pain prevention
  • Motivation
  • Trust
DISCOVER
DEFINE
DEVELOP
DELIVER

User Personas

User personas are a fantastic tool for bringing our insights to life and giving our research a face and narrative. This is not only important for the product team and stakeholders, but also makes our research more memorable and relatable.

The following two personas represent our main target audience.

User persona

Meet Josi

„I think I’m already pretty healthy but sometimes I get overwhelmed by all the information that is out there and I don‘t know who to trust“​​

AGE: 25-50​​
GENDER: Female​​
LOCATION: Madrid, Spain​​
JOB: Publicist​​
MARITAL STATUS: Single​
HOBBIES: Sports and social media​
Goals/Needs
  • Pain prevention
  • Mental health education
  • Tracking workouts/nutrition
Frustrations
  • Pain and headaches from sitting
  • Unreliable online information
  • Stress affecting sleep
Motivations
  • Prophylaxis​
  • Work-Life Balance​
  • Time efficiency
Activities
  • Yoga 4 times a week
  • Cooking homemade meals
  • Managing appointments on phone
Device usage per day
3-4 hours
6-8 hours
< 1 hour
User persona

Meet Tim

„I tried losing weight by doing workouts at home but I lost motivation“​

„I don’t know common symptoms of mental illness”

AGE: 25-50​​
GENDER: Male​​
LOCATION: Madrid, Spain​​
JOB: Accountant​​
MARITAL STATUS: Married​​
HOBBIES: Video games​
Goals/Needs
  • Lose weight and exercise
  • Mental health education
  • Active and fun hobbies​
Frustrations
  • Self conscious
  • Needs to be rewarded
  • No healthy hobby
  • No time to cook
Motivations
  • Building confidence
  • Having guidance
  • Being educated​
Activities
  • 9 to 5 Desk job​
  • Video games ​
  • Whatsapp and mobile games​
  • Walking to work whenever possible​
Device usage per day
2-3 hours
6-9 hours
1-2 hours

User flows

User flows are important to keep our focus on the experience of the User while using the App. It shifts the focus from each individual page to the experience as a whole. They are also the first step to discover all pages that are needed without forgetting something important or going overboard.

DISCOVER
DEFINE
DEVELOP
DELIVER

Low-fidelity wireframes

I sketched out the first iterations of wireframes with pen and paper. Following the user flows I created all necessary screens and designed the  UI elements in an intuitive manner. Transferring the paper wireframes to Balsamiq, I created the first low-fidelity prototype.

Usability test

As a step to test my created wireframes and user flows, I conducted a usability test using a clickable mid-fidelity prototype. This process included recruiting participants, writing a test script, conducting the remote usability tests while interviewing the users and then analyzing the findings.

These are my findings organized into categories and color coded by participant:

For detailed information feel free to check out these links:
Detailed analysis of the testRainbow sheet

DISCOVER
DEFINE
DEVELOP
DELIVER

High-fidelity Prototype

Finally I created high-fidelity wireframes and turned them into a clickable prototype using Framer.
The UI follows the basic visual design principles, incorporates emotional design and makes use of grids and spacing. I included some slogans that visualize the purpose of this App and hopefully highlight the usefulness.

Reflection

Challenges

The biggeset challenge for me was not losing sight of the UX while trying to make the UI as visually appealing as possible.
A lot of ideas, that I thought would ‘look’ good, ended up impairing the usability. I had to take a step back and focus on using ‘decorative’ design elements only when they were adding to the usability.
Additionally I often noticed my personal bias influencing my design decisions, which led me to making more iterations than necessary (changing things to the way I like them, then noticing my bias and changing it back to what I think the Users would prefer).
The best way to tackle these challenges is being aware that they exist. This way I’ll be able to change my way of thinking before I run into problems.

Next steps

  • Creating a rewards shop that offers realistic rewards that fit business goals
  • Usability tests with final high-fidelity prototype

Updated prototype

After finishing this project and revisiting a couple of weeks later I decided to iterate on the UI-Design again. This time I aimed to create a cleaner and simpler UI that focuses on the User-experience without distracting color elements. I designed a more neutral UI, including sharper corners, less colors and neutral icons. This aids in making the App appear more professional and polished.

Check out the fully clickable prototype here!
Made in Webflow