Health Quest Mobile App

Tools
  • Figma
  • Adobe Photoshop
  • Adobe Firefly
About Project

Mobile App designed for DareIT UX Challenge. The task was to design an app within three days for tracking and achieving health goals with user-friendly navigation and motivational features.


Problem

Teenagers struggle to overcome mental health challenges and body image issues

One in seven adolescents experiences a mental disorder leading to depression, self-esteem issues, and unhealthy behaviors. Because of that I chose 15-18 years old teenagers as my target group. The goal is to design a tool that mitigate these issues while crafting sense of community between affected teens.


Solution

Transforming daily routines into gamified quests and character progression is the key

AI-based quest recommendations aligned with user preferences

๐Ÿ‘‰ Home screen with userโ€™s chibi avatar encouraging a personal connection

๐Ÿ‘‰Daily quests with icons and descriptions, earning coins and experience points

Accountability partners and character customization

๐Ÿ‘‰ Avatar customization with various options for clothing and accessories in order to improve bond with the character

๐Ÿ‘‰ Positive reinforcement through encouraging messages and virtual rewards for milestones

Goal progression tracker and shared quests

๐Ÿ‘‰ Daily, weekly and monthly goal tracker, adjustable within goal options

๐Ÿ‘‰ Social challenges to bond with friends with rewarded participation


Process

Define

  • understanding presented challenge
  • defining project goals
  • choosing tools
  • forming a schedule

Research

  • white paper research
  • veryfing gathered information
  • competetive analysis

Ideation

  • design ideas
  • sketches
  • Lo-Fi Wireframes
  • Hi-Fi Wireframes

Design

  • generating different avatars & spicing them up in Photoshop
  • definig style guide
  • prototype design

White Paper Research

WHO defines health as โ€œa state of complete physical, mental and social well-beingโ€

๐Ÿ‘‰ Globally, one in seven 10-19-year-olds experiences a mental disorder and about 20% of teens will experience depression before they reach adulthood.

๐Ÿ‘‰ Among high school students, 44% of girls and 15% of guys are attempting to lose weight.

๐Ÿ‘‰ 75% of girls with low self-esteem reported engaging in negative activities like cutting, bullying, smoking, drinking, or disordered eating.


Ideation

Style Guide

Final Design & Evaluation

โ€œEasy to use and understand. I would use it regular because itโ€™s so cute and happy-lookingโ€

๐Ÿ‘‰ With little to no time I immediately tested the prototype with two potential users

๐Ÿ‘‰ I sent the link to the prototype and asked to either give written feedback or film the process of doing certain tasks in app


Figma Prototype

Reflections

What I learned

This was my first ever UX/UI Challenge. Never before I had such a tight time frame as I spent on the whole process no more than 10 hours (divided between three days)! As much as I learned I also would do things differently now. Here are my main reflections:

Embracing AI for efficiency

In the face of time constraints, manual rendering is often impractical. To swiftly convey concept embracing AI tools like Adobe Firefly and employing well-crafted prompts can significantly accelerate the design process.

Progress over Perfection

Shifting from pixel-perfect precision, this challenge emphasized progress. Despite potential refinements, the project effectively conveyed the idea within the given timeframe, highlighting the lesson that perfection isn't always the goal when managing time constraints.

Strategic Time Management

Navigating tight deadlines emphasized streamlined scheduling for timely completion and extra refinement. Despite a hint of regret for limited initial research time, the experience provides insights for future projects, highlighting the balance between constraints and thorough investigation.

๐Ÿ‘‰ Check out my other projects ๐Ÿ‘ˆ