MELANIE SCHUMACHER UX/UI + Digital Design
CHIRPILY
Case study, designing a motivational app
Design Goal
Increase user's creativity while decreasing depression
Design Details
I created the app CHIRPILY, to be a motivation to users, to help them increase their creativity, in order to decrease depression. I wanted CHIRPILY to have a personal feel, that would ease the stress of the user.
I used an award system to motivate users to use the digital journal, complete the creative challenges, and join communities.
The personal feel of CHIRPILY would be of interest to stakeholders as well. According to divami.com, “Personalized experiences appeal to 91% of consumers and it is a surefire way to enhance sales and offer customer satisfaction”.
Project: Springboard UX/UI Bootcamp Capstone 1 project, CHIRPILY
My role: User Research, Interaction design, Mobile layout design, Logo design
Tools: Figma, Illustrator
Interviews
The interviewees were a sampling of male and female, ages 30-62, in both creative and non-creative professions. After a few fact based questions such as name, age, occupation, I asked them open ended questions.
These questions were asked to get a sense of what brought them joy in their lives now, and what methods they were using to manage their stress.
Question samples
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What motivates you?
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What do you enjoy doing in your free time? Why?
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How do you currently deal with stress?
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What things are most important to you in dealing with stress?
User Stories
User stories are part of an agile UX strategy, used to describe what the user wants to accomplish. While making design decisions, user stories helped remind me, what the user’s goals would be while they were using Chirpily.
Personas
I created my Personas, to represent the real target audience that would be using the CHIRPILY app. I formed the personas based on my primary and secondary research.
Affinity Map
For the affinity map, I gathered qualitative information about the user, and grouped it by category. Looking at these categories helped to direct the design of the app, and they worked as a reminder to keep the user’s needs the focus of the screens.
Design Evolution
Using an agile methodology, the design evolved multiple times, during the process. To the right, are design iterations of two of the key frames, the first screen and the journal screen, from the paper prototypes to the High fidelity final screens.
User Testing 1
For the usability tests, I conducted remote, unmoderated tests using the website maze.co. The first round of testing results and feedback were incorporated into the final design.
User Testing 2
The second round of usability testing was also conducted remotely using maze.co. The feedback was positive on the final designs.