Berta Rincon

Case Study

Full Moon

A peaceful app for your
mental health and wellbeing

part one

Project overview

The product

Full Moon is a mental health and well-being app. It covers a wide range of resources and features such as, meditations and topics related to mental health as well as healthy recipes and yoga to balance the body-mind.

Duration

7 months from May 2023

Role

UX/UI Designer for the Full Moon app from conception to delivery

Tools

Pen & paper
Figma & Figjam
Zoom

Responsabilities

Conducting a competitive audit
User research & interviews
Creating user personas
Defining user flows & information architecture
Paper and digital wireframing
Low and mid-fidelity prototyping
Conducting usability studies
Iterating on designs

The problem

Our mental health-conscious users need a way to access a mental health and wellbeing app to use physical, mental and emotional wellbeing features because that will allow them to be on top of their mental health, and learn new routines to achieve that goal.

Addressing the user needs

1

Making it easy to access wellbeing features.

2

Allow users to save their favourite meditations, recipes or resources to review them every time they need it.

3

Scheduling reminders.

4

Create a save an truthful app where users can feel supported and improving their general wellbeing.

The solution

Design a visually peaceful and calmness app to learn, practice and achieve a healthy state of mind a body through features that will help the users to be on top of their mental and physical health.

User sentiment

1

Managing time is complicated.

2

Users don’t really know where to start meditating and/or they know very little about the benefits and practices.

3

They look for personalisation and usability.

4

They don’t know how to establish routines to achieve their meditation, body exercise and good habits goals.

Desgin Process

Empathise

Define

Ideate

Prototype

Test

Desgin Process

Empathise

Define

Ideate

Prototype

Test

part two

Understanding the user

User research

To better understand what people know about meditation, mental health habits and mind-body balance and what to expect from a wellbeing and mental health app, I conducted interviews gathering insights that helped me to better understand the users opinions, feelings, experience and behaviour.

Addressing the user needs

I like guided meditation to sleep faster.

User that meditate occasionally.

I don’t think an app can help me with stress.

A fitness user that use sport as stress realise.

I would like to have access to basic and simple resources.

User without knowledge about meditation.

User personas

To develop the user personas, I was not only based on the insights from the interviews but in Cards for Humanity, which helped me to think more inclusively and get out of the box.

User persona 1

Kristyn leads a busy and stressful life due to her job’s demanding deadlines. She wants to incorporate meditation into her routine to manage stress, but she struggles with limited time and lacks guidance on how to get started. She also has a keen interest in healthy eating and seeks access to easy-to-follow recipes. Her primary goal is to achieve a sense of calm and balance in her life.

User persona 2

Kenzo has recently experienced increased anxiety due to a promotion at work. He is motivated to find ways to reduce stress, particularly before important meetings. Kenzo is open to exploring meditation as a means to improve his mental health, but he is unsure if an app can effectively assist him. He is seeking strategies to overcome information overload and improve his ability to concentrate. Kenzo’s main goals are to achieve better sleep, alleviate anxiety, and regain confidence.

User journey map

To develop the user journey maps, I focused on recognising the goal of my personas. I also referred back to my user interview data to find relevant snippets of conversation with the participants, trying to establish a truthful and believable narrative.

Scenario

Kristyn is taking a couple of days off to disconnect from his job. She wants to spend this free time to start doing meditations and enjoy herself.

Goals

Scenario

Kenzo has planned with his partner to spend one hour, three days along the week to start learning about meditation to see if that help him with his anxiety and sleep.

Goals

User flows

To map the user flows I based on my personas and the tasks they would like to achieve based on their goals. I discovered what pages or screens the app should have, as a first approach.

Information architecture

To enhance the initial site map in alignment with insights obtained from user research, I opted for the open card sorting method. This approach aimed to validate the coherence and user-friendliness of the established categories.

part three

Starting the design

Low-fidelity wireframes

Full Moon is a mental health and well-being app. It covers a wide range of resources and features such as, meditations and topics related to mental health as well as healthy recipes and yoga to balance the body-mind.

Digital wireframes

I built digital wireframes in Figma. To reduce the cognitive load for the users, I avoid unnecessary elements, I looked for design patterns and I eliminate tasks that weren’t necessary.

Low-fidelity Prototype

I confidently prepared an interactive low-fidelity prototype to conduct the first round of usability testing. The prototype effectively established key user flows including onboarding, starting a meditation, finding a recipe, and setting a reminder.

Usability study

The low-fidelity prototype was tested in a usability study, where users were tasked to complete the core tasks. Research insights were implemented into the next design iteration. 

Study type

Moderate usability test study remotely and in-person

Location

Sydney, Australia

Sessions

30 minutes length

Participants

The study will test 6 participants

Insights

Onboarding Process

Onboarding Process

Onboarding process wasn’t really understandable. Most of the users feel the necessity to click on things expecting they would be able to personalise the app.

Dashboard

Dashboard

The shortcut at the top of the dashboard were not understandable. They supposed to be choosable rather than the main menu.

Topics & Labels

Topics & Labels

The labelling, topics and categories make the users get confused because of their similarity.

Mood Track

Mood Track

Users would like to access the mood track from different places in the app, they like the idea but want something more interactive when selecting they state of mind.

Filters

Onboarding Process

The recipes page had too many options and filters, users would like to see a simple search page.

Affinity map

Affinity mapping is a powerful way that helped me to shift my perspective and distill a lot of information into key insights. I used a Rainbow spreadsheet to highlight the top 5 issues identified using the Jakob Nielsen scale.

part four

Refining the design

High fidelity prototype

The high-fidelity prototype showcases a streamlined core user flow that prioritises simplicity, user-friendliness, and swift navigation. During its development, I delved into interaction design principles, incorporating gestures and motion concepts to elevate the user experience, thereby enhancing overall usability.

Design system

Defined specifications, including brand guidelines, visual aesthetics, and UI components, were established. This deliberate step aimed to maintain uniformity, strengthen brand recognition, and streamline the design workflow for greater efficiency.

Accessibility considerations

Incorporating accessibility considerations is vital to ensure equitable access and opportunities for individuals living with disabilities. Interestingly, products and features designed for people with disabilities often offer benefits that extend to a wider user base. By prioritising accessibility in design, I’ve been able to contemplate the diverse journeys of all users, accounting for various forms of disabilities, whether permanent, temporary, or situational.

Content size

I increased the text size significantly as the previous size was under 12 pixels which can be challenging to read for many users, especially older individuals or those with visual impairments. This change aims to enhance readability and ensure better accessibility for all users.

Cognitive load

I increased the text size within all content boxes and avoided using the character limit to display text in a single line, instead of that I made the full title visible breaking it down into two lines. This modification enhances user- friendliness by providing a more straightforward experience, preventing users from needing to decipher truncated content.

Colour contrast

I enhanced the contrast of the buttons by slightly increasing the brightness of the teal colour. This adjustment was made to improve visibility and accessibility for users. Having good colour contrast is essential for accessibility purposes as it helps users with visual impairments or colour deficiencies to distinguish between different elements on the screen more easily.

part five

Project retrospective

Challenges

  • Grasping User Needs and Goals: Initially, deciphering user needs and desires can be challenging during the design inception phase.
  • Prototyping for Diverse User Journeys: Designers must consider various user paths, not solely the ideal “happy path,” accommodating diverse user interactions.
  • Importance of User Testing: Despite being a humbling experience, user testing remains pivotal for crafting a user-centric design.

Learnings

  • Commence with Pen and Paper: Initiating the design process with pen and paper facilitates idea generation without delving into intricate details.
  • Embrace Iteration: Consistent iteration is crucial; designers should frequently refine their prototypes and actively seek user feedback early in the design phase.
  • Foster Humility: Designers should maintain openness to feedback and exhibit readiness to adapt designs based on insights gained from user testing.

Next steps

If I had more time, what else would I do?

Conduct another round of high-fidelity usability

Conducting another round of high-fidelity usability testing is essential to further refine the application’s usability. Specifically, incorporating more individuals with limited mobility and other disabilities enables a more inclusive testing environment.

Community for health
and wellbeing

Enabling users to connect with each other creates a supportive environment where they can share experiences, seek advice, and encourage one another on their health journeys. This feature not only enhances user engagement but also promotes a sense of belonging and accountability.

Handoff for Production

The handoff for production marks the transition from the design phase to the development and implementation stage.
A well-prepared handoff expedites the development process and ensures alignment between the envisioned design and the final product, ultimately contributing to the successful launch of the application.