Product Designer
Mobile App
Figma, FigJam, Google Forms, Google Meets, Discord, SurveySwap
December 2022 - January 2023
(4 Weeks | 80 Hours Total)
Habitude is a mobile app designed to empower users to break negative habits, overcome temptations, and enhance their quality of life. By providing a supportive and intuitive platform, Habitude enables individuals to take control of their habits and cultivate a positive mindset, fostering personal growth and well-being.
This capstone project marked the culmination of my cohort's journey, allowing me to showcase the skills I had acquired over the past months. As someone aspiring to achieve personal and professional success, I was deeply intrigued by the idea of cultivating habits that would align me better with my goals. What habits do I need to develop? How will I track these habits? What apps were out there that could help plan this? How do I stay motivated? Will this be sustainable? In this case study, I will explore my findings and insights on habit formation and its impact on personal growth and success.
Product Designer
Mobile App
Figma, FigJam, Google Forms, Google Meets, Discord, Survey Swap
December 2022 - January 2023
(4 Weeks | 80 Hours Total)
📌 Time constraint of 80 hours to complete the project.
📌 Limited resources and perspective as an individual UX designer.
📌 Planning and organizing an individual design sprint.
📌 Develop a proof of concept for a minimum viable product.
I first started with a white paper research to better understand users and their relationship with habits. Through these findings, I know that:
• Habits are actions that arise from triggers that humans have subconsciously developed.
• Some habits may not always be helpful or healthy - some can even cause long-term difficulties.
• Habits form through the brain’s reward centers, and it may be difficult to overcome any habits due to their hardwired nature and the brain’s constant craving for them.
• “Changing Our Routines and Habits“ by PsychCentral - Medically reviewed by Scientific Advisory Board — By John M. Grohol, Psy.D. on May 17, 2016
• “Studying Human Habits in Societal Context: Examining Support for a Basic Stimulus–Response Mechanism” by SageJournals - Written by Hans Marien, Ruud Custers, and Henk Aarts published online September 9, 2019
• “Habits Influence Our Behavior More Than We Realize, Study Reveals” by VeryWellMind - Written by Lo Styx updated on May 23, 2022
• “Habits (Good & Bad): Definition, Books & Tips” by Berkley Well-Being Institute - Written by Tchiki Davis, MA, Ph.D.
In my research, I gathered quantitative insights on common pain points and experiences from over 40 surveyed participants. Followed up with six user interviews to delve deeper into the user's experience, pain points, and desires concerning habits. Throughout the study, it became apparent that regardless of the specific habit users tried to adopt, their struggles in breaking existing bad habits were consistently overlooked.
“I’m aware that I need to stop drinking. I know why it’s a bad habit and how it affects my health, but... thinking negatively about it isn’t the first thing in my mind when I’m going out with my friends."
- User Interview Participant
“I noticed that I subconsciously do things, such as procrastination or scrolling on my phone, even when I should be doing something more productive.”
- User Interview Participant
Using the user research data I have collected, I created two personas that I have narrowed down throughout the design process. I used Jack as my primary guide throughout the creation of Habitude.
To gain a comprehensive understanding of the existing solutions in the market, I downloaded and evaluated 12 leading habit-related apps to identify their key features, strengths, and weaknesses. I focused on assessing the motivational and educational elements, time management tools, and consistency features offered by these apps to understand better how they support users.
Based on the research findings, I curated a focused and insightful list of design decisions to address user pain points and meet their needs. These design decisions form the app's foundation, guiding the project's next phase with a user-centric approach. Below are the top three high-level I decided to move forward with.
I initially conducted a card-sorting exercise with 6 participants to organize the tools and features for the habit-tracking app. However, most participants did not regularly use habit-tracking apps, making the findings more closely related to the home and profile screens. Unable to conduct further card sorting or gather more participants due to the time constraint, I relied on secondary research and competitive analysis to determine the essential app features. Below is the high-level design direction I decided to move forward with.
I wanted to create a visual representation of the sequence of steps and interactions I wanted the user to go through when accomplishing certain tasks. The initial task flow helped guide me with the low-fidelity screens, which I expanded furthermore in Figma. Below is a sample of the few key screens and task flows that were the app's primary focus.
I created a high-fidelity, interactive prototype for the usability test as I wanted the participants to experience the app as if it was launched. I wanted feedback on many spect, from concept, visual design, feeling, emotions, usability, and accessibility. Below are a few key sample screens.
During the project, one of the major challenges I faced was balancing users' diverse preferences. While feedback on various features was mixed, certain issues arose consistently during task flows, particularly with the Temptation SOS screen and its functionality. Due to time constraints, I had to prioritize this feature as it was the primary function that could assist users in combating temptations and cravings based on pain points identified in user research.
However, all feedback was thoroughly evaluated and considered during the iteration process, and decisions were made based on what would have the most significant impact on the user experience. Despite the challenges, the project taught me the importance of balancing user preferences and product constraints while still striving to deliver an effective solution.
As a UX designer, I cannot design for all users. However, I see each point as a valuable learning opportunity for future design iterations and how to use their feedback to make the app more accessible. Given more time, I would make the following improvements based on the feedback received.
• Some users felt the content was too text-heavy (e.g., daily reading and questionnaires). To address this, I thought of implementing a skip button, adding a voice-reading feature to the daily reading, or even summarizing the content with an option for users to “read more” if desired.
• Users also did not initially have an attachment to coins and did not feel a sense of accomplishment when receiving an award in the third task flow. However, in the final task flow, users immediately understood and felt more motivated to use the app. To enhance users' motivation and engagement, I wanted to introduce the concept of coins earlier in the tutorial to avoid confusion and establish a stronger connection with users.
• Moreover, while some users found the tutorial helpful, others expressed that the tutorial was overwhelming due to introducing all features and screens in a single session. To address this feedback, I plan to implement a more targeted approach by dividing the tutorials into smaller, contextually relevant pieces. These tutorials will only appear when the user navigates to a specific screen for the first time, allowing them to comprehend the related functionality better and absorb the content at a more manageable pace.
Throughout this project, I am glad to have the opportunity to apply my past learnings and undergo significant growth as a designer. Moving forward, I see continuous learning and development. The non-linear nature of the UX process became evident in the project, pushing me to challenge my assumptions, continuously asking "why," and going deeper into research and design.
Despite the time constraint, I am grateful for my rapid and interactive prototype, its positive reactions during usability testing, and the valuable feedback received. The experience was exhilarating, and although I feel a bit saddened that the project has concluded, I recognize that given more time beyond the given time constraint, there are specific steps I would approach differently.
Upon revisiting my case study, I discovered that my UI was more complex than I initially perceived. Notably, I observed inconsistencies between the UI elements and the background, which could pose challenges for developers during production. This realization highlighted a constraint I had not anticipated as a solo designer. Had I collaborated with a team, our collective efforts would have been instrumental in validating and aligning all components, ensuring a cohesive and harmonious design outcome.
Despite receiving valuable feedback during usability testing, the time constraint limited my ability to address all the suggestions. I allocated the remaining time towards ideating additional interface and content iterations to cater to most users but lacked the opportunity to validate the effectiveness of these changes. Within this ideation process, I had to make challenging decisions and prioritize certain screens over others, leading to a sense of stress and the need to justify my choices based on user feedback from the initial testing session. Moving forward, I would have conducted ongoing usability testing with A/B testing to validate the effectiveness of the iterations in addressing the majority of user concerns expressed in the feedback.
As a boot camp student, I faced a conflict where I had to deviate from the conventional step-by-step design process. I appreciated this experience as it required me to remove my training wheels and trust the design process. Throughout this journey, my mentor recognized my numerous challenges, including adjusting the initial problem based on a new data-based pain point, invalidating my assumed solution, and redoing my research to explore a new approach. Thankfully, my primary focus remained on creating a product with a clear purpose: enhancing the user's experience and improving their overall quality of life. However, the most significant hurdle I faced was effectively narrating the chaotic nature of my research journey while maintaining organization and coherence in this case study.
I had a few feedbacks regarding the reward system in Habitude that sparked this lesson. Typically, I rely on business objectives to guide my design decisions. However, in the context of this conceptual individual project, the absence of a specific business reference posed a challenge. Drawing upon my background in business, I appreciate the significance of setting clear goals, creating a sustainable and scalable solution, achieving a positive ROI, and ensuring long-term success and growth. By incorporating this approach, I can ensure that the design decisions effectively address user needs while aligning with the business's requirements, fostering a mutually beneficial relationship.