Engaged users with an interactive and achievable positivity app

During the COVID-19 lockdown, my friends and I had to social distance and were feeling down. Since we couldn't interact in groups, I wanted to create a new, interactive positivity app focused on the individual. However, there were so many on the market, what really hooked users to keep using the app? A product can't achieve its goal unless the user continues to use it. It was a humbling experience to design an MVP for a positivity app from zero. Insights from competitive research and user testing revealed that while good visuals and unique content are eye-catching, a clear flow and achievable content with concise copy resulted in a more engaging app.
Role:
Team:
1 Design Mentor
IC Product Designer
Platform:
Mobile App
Tools:
Figma
COMPETITIVE RESEARCH

Reviewed positivity apps

A total of 5 positivity apps (Delightful, 365 Gratitude, Happify, Youper and Replika) were researched to understand current solutions for users. To guide the design direction, pros and cons were documented as well as the general feeling left by the apps: boredom, frustration, and unaccomplishment.
PROBLEM & GOAL

Identified a problem & set a goal to guide the design of the app

After competitive research was done, a problem was identified and a goal was set as a guide which helped focus the design.
PROBLEM:

Existing positivity apps do not help break negative thoughts, but instead act as a temporary bandage.

GOAL:

Help users feel amused, engaged, and accomplished with a new positivity app.

LO-FI DESIGN

Mocked up initial design

Ideas were initially brainstormed with hand sketches, then made into wireframes and an interactive prototype. More time was then allocated to the visual design.
MOOD BOARD

Explored visual inspiration

Once the wireframes were mocked up, ideas for the visuals were brainstormed. With the problem and goal still in mind, colorful, fun visuals were collected for inspiration.
ILLUSTRATIONS & ICONS

Designed the map and destination icons

With an interactive journey as the theme, the map, the largest visual, was made. Initially, pre-made icons were to be used but they didn't fit the desired look and feel, so new icons were made from zero.
HIGH FiDELITY

Iterated & tested high-fidelity designs

With the visuals for the map and icons designed, the high-fidelity app screens were created next. Iterations were made based on feedback from user testing, with three main areas of focus: the interactive journey, the destination points, and the achievable exercises.
Interactive Journey

Users tried to click every icon and graphic

PROBLEM:
The map was initially filled with colorful destination icons and decor trees. However, users were frustrated clicking on these non-clickable destination icons and trees.
SOLUTION:
To help users flow through the best experience, the decor trees were removed, the first destination icon was made the focus, with a peek of the remaining destinations.

Showcased Design Progression

DESTINATION POINTS

Users did not understand the destination points

PROBLEM:
Users did not understand the destination points such as the Golden Gate Bridge as scene setters for the prompts-to-come. They questioned if this was an app in which they had to physically go to the locations in person.
SOLUTION:
The copy was made concise and each destination was now tied to a form of positive psychology. This helped connect the destination to the prompt-to-come, as well as form trust.

Showcased Design Progression

Digestible Exercises

Users were overwhelmed by mentally-demanding prompts

PROBLEM:
Users were frustrated and did not want to answer the prompts because they said it required too much deep thinking.
SOLUTION:
Easy-to-do exercises were created, each unlocking a new destination after completion. A variety of prompts were made such as, "Say hello to a stranger" or "Take a picture of a scene that brings you awe."

Showcased Design Progression

Prototype

An interactive positivity app that users were happy to use

While there were many existing positivity apps, competitive research and user testing were conducted to design an MVP with a clear flow and achievable content. Immediate, actionable prompts replaced overly broad, mentally-demanding prompts which resulted in a more engaging app.
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