Habits: “make” them and/or brake them. I was challenged to come up with an idea for a mobile app intended to create or break a habit. But it was no easy feat and below you can see why:
All that in “just” 4 days (oof!)
To understand the users and their pains, it was necessary to talk to them.
Note: I realized how hard it is to ask open questions, without any bias. To learn it is was (and is) a valuable lesson.
These were the main findings of the research:
Based on the interviews, I came up with a persona. She was referred to throughout the entire development process.
Meet Anna!
Anna is a 31-years-old Java programmer living in Amsterdam. She likes to cook, play PC games and hang out with close friends. She keeps her sanity by running three times a week.
Goals
Be more disciplined in her hydration
Keep track of her water intake
Pains
Keeps forgetting to drink water
Weekends are especially difficult because she is usually out
She drinks some glasses of water here and there, never really knowing how much she drank during the day
Anna works sitting down all day, 5 days a week. To keep herself healthy, she needs to keep her hydration on point, but keeps forgetting. Weekends are even worse, since she goes out and gets even more distracted.
An app that is simple but that makes it fun for the user to keep track of their water intake. To put that out of words, a lo-fi prototype was made and tested, resulting in a mid-fi that you can check below.
The inspiration for the app came from the mascot we had on Irohack’s bootcamp: that’s right, it was a pink octopus plushie named Oscar (though some people swore it was a squid?). In trying to solve people’s problem on tracking their water intake, I looked at the pink thing smiling at me and the idea came: “what if the person’s water consumption is directly related to Oscar’s tank?”
Help Oscar to stay happy – and alive!
Users asked (and commented) and were answered! When testing, the users pointed out a few things and I tried to incorporate them into the final design:
Once I tested out all usability mistakes, I started designing the final screens in Figma.
In order to help the users to remember to drink water, I chose to gamify the process. Like a Tamagotchi, the user has to pay a little bit of attention to the app to keep Oscar alive, hydrating throughout the process. Considering this, the design went to a more kid video-game kind of thing, to match with the concept.
After listening to the interviewees pains and taking the users’ observations, this what we wound up with: