D e s t r e s s i f y.

In a world where no one is getting enough sleep, Destressify aims to help users destress in a gamified way by helping them record their thoughts, organize them, and turn them into actions.

 

Project Overview

The problem

People have trouble getting adequate sleep when there is noise present because noise adds stress.

The solution

Through a user-centered approach, I uncovered that the root cause of poor sleep was stress, so I designed an app that helps users to destress by recording their thoughts, organizing them, and taking action—all in a game-like way that makes it fun and easy to use.

My role

Sole UX/UI Designer

My Process

  • Survey

  • Diary Studies

  • Interviews

  • Affinity Map

  • User Personas

  • Empathy Maps

  • How Might We Statements

  • User Story Map

  • Minimum Viable Product

  • Site Map • Red Routes

  • Guerrilla Testing

  • Lo-Fi Wireframes

  • Mood Board

  • Style Guide

  • Hi-Fi Prototype

  • Usability Testing Round 1

  • Usability Testing Round 2

 

Research

Survey • Diary Studies • Interviews • Affinity Map • User Personas • Empathy Maps • How Might We Statements

When I originally set out to create this app, I was investigating the link between noise and sleep. I was living in a tiny NYC apartment with 3 roommates above a noisy bar, at a busy street intersection that saw at least one head-on car crash a month. Needless to say, I never slept.

Survey, Diary Studies, & Interviews

I conducted a series of diary studies and remote interviews, to see how noise affects sleep, and I was somewhat surprised by what I found.

I conducted a diary study with 5 participants over the course of 5 days and asked them to record parameters like how much they slept, how they felt, whether or not there was noise, and whether or not they used sleep aids.

 
 
 

Findings

  • Some were expected

    • Quiet environment = good sleep

    • Loud environment = poor sleep

  • Some were unexpected

    • Quiet environment = poor sleep

    • Loud environment = good sleep

Solution

  • Pivot focus to find the factors that were causing people to sleep poorly

Affinity Maps

I synthesized all my notes into an affinity map to see if there were other patterns I could find instead.

Findings

  • Participants lacked awareness around sleep hygiene

  • Participants had poor boundaries between work and home life

  • They were generally stressed out

 
 

Empathy Maps & User Personas

Based on my research, I developed an empathy map and persona who exemplified most of the traits my interviewees had in common: young people who lived in a big city and were stressed, busy, and dedicated to their jobs. Thus was born Jennifer Lee, a 30 year old marketing manager who lives in New York City and is a workaholic who knows she needs better sleep but can never quite figure it out.

 
 
 
 

How Might We Statements

So my initial question that I was looking to solve was How Might We help Jennifer sleep better? How might we help people sleep better? But later on, that “how might we” question would change.

 

Ideate

User Story Map • Minimum Viable Product • Site Map • Red Routes • Guerrilla Testing

My first iterations were lofty and varied in an attempt to solve the sleep crisis. Some of the ideas I came up with were a sleep checklist, a voice assistant-guided wind down, gamified visual stress organizer, visual circadian rhythm estimator, and a virtual reality headset for bed. 

 
 

For the purposes of the Springboard course, I eliminated the voice assistant wind down and the virtual reality headset, since both were outside the scope of this class.

User Story Map & Minimum Viable Product

When I set out to create a user story map with a minimum viable product for the app, I began getting a little ambitious and wondered if there was a way I could combine the remaining three ideas into an app.

 
 

Site Maps & Red Routes

The three features within the MVP developed into three distinct red routes:

  • Establishing daily habits (beginning of the day)

  • Destressing a la minute (throughout the day)

  • Preparing for bed (end of the day)

 

Site map: all three red routes as parts of one app

 

Red Route 1: Daily Practices & Sleep Hygiene (to be used at the beginning of the day)

Red Route 2: Destress (to be used throughout the day)

Red Route 3: Prepare for Bed (to be used at the end of the day)

The sleep checklist was divided into the beginning of the day and end of the day red routes, while the visual stress organizer and the visual circadian rhythm estimator were folded under the “throughout the day” red route.

Unfortunately for my app, it was around that time that my mentor informed me that a visual circadian rhythm estimator already existed! So I quit working on that portion of the app and downloaded it myself.

As I sketched out the first screens for my three red routes, I narrowed in on the one that my research suggested could make the most overall impact: the visual stress organizer.

Guerrilla Testing

After guerrilla testing my first paper prototype, I was disappointed at what I learned.

Findings

  • People not understand the mental model of the app

  • People didn’t know how to use the app at all

Solution

  • Focus on a single aspect of the red route: the visual stress organizer

  • Improve verbiage

  • Add more visual context

  • Emphasize how that the red route is meant to be completed as a process

Iterate

Lo-Fi Wireframes • Mood Board • Style Guide • Hi-Fi Prototype

Lo-Fi Wireframes

Mood Board & Style Guide

To create my first fleshed-out, color prototype, I created a mood board and style guide to fit the theme of the app. The keywords were fun, friendly, and relaxed

Color scheme

  • Analogous palette of blue, purple, and green

  • Studies show that these colors indicate relaxation, calm, and trust

Fonts

  • Main font: Nunito

    • Studies also show that sans serif fonts with a wide x-width and curved edges are “friendlier”

  • Accent font: Rockwell

    • A fun, slab serif font that also has a wide x-width

Other elements

  • Buttons and modal boxes were rectangles with rounded corners

  • Background is a soft blue to purple gradient to replicate a relaxing night sky

 
 

While I mocked up my first round of high-fidelity screens in Sketch, I found myself using the gradient and soft drop shadows more and more. These design decisions created a more three-dimensional world within the app and reinforced the idea of the mental model.

 
 

After a fortnight or so of fleshing out a full prototype for my red route, I was ready to conduct the first round of usability testing on the app. 

Testing

Usability Testing Round 1 • Usability Testing Round 2

Usability Testing Round 1

The main thing I was worried about during phase 1 of testing was that people would still not get the concept of the “boxes”—what they were, what to do with it, and what their connection was to destressing. So for the first round, I put my hypothesis to the test.

I conducted 4 remote, moderated usability tests with participants 24-35 years old in New York City found via social media.

Goals

  • See if users understood the mental model of organizing their thoughts into boxes

  • Uncover usability problems along the red route

Findings

  • People DID understand the concept of the boxes…

  • …but there were still a handful that didn’t understand the concept until much later in the red route

  • Some users weren’t following the process in a linear order

    • Explored around the app using the bottom navigation, throwing off comprehension of the app and process completely

Solutions

  • More visual guidance so users will always know what is the next step

    • Arrows

    • Grayed out screens

  • Underscored process

    • Added arrows in between icons in navigation bar to signal the direction the user should be following (like in shopping carts)

    • Emphasized which part of the process users were on by adding a drop shadow and making other sections lower contrast

Before: no guidance to inform users what is next step

After: gray screen and arrow show users exactly what is next step

Before: bottom navigation does not show direction of process; yellow line underneath is not enough to indicate where users are in the process

After: arrows in between icons shows users the direction they’re meant to go; more contrast between icons indicates to users where they are

 

Usability Testing Round 2

Hoping that the flow and mental model made more sense this time around, I set out for round 2 of user testing with 5 remote, moderated usability tests with participants 25-40 years old in New York City. Fortunately, it looked like the changes we made fixed some of the critical issues found during the first round of testing. 

Findings

  • Users DID have an easier time with the flow 

  • For the most part, they seemed to be understanding the mental model…

  • …but did not know when they were “done” with a section

    • Users did not know what to click or what to do after typing in their thoughts. They did not understand at what point they were “done” entering their thoughts.

    • At several points in the process, users got confused as to what “done” meant

    • Did not understand that they were meant to complete a series of actions before moving on to another step

Possible Solutions

  • Inform users at the beginning what they will be doing with a modal box or quick animations

  • Add more specific buttons to guide users

  • Add instruction inside the modal boxes at the beginning of each section that users should click “done” when they are done adding or editing content

Reflections & the Future

Future Iterations

  • Make changes to app based on findings from round 2 of usability testing

  • Conduct a round of diary studies with app to gauge effectiveness of features with users over time

Takeaways

  • While I was working on the app, I was very ambitious with what I wanted to accomplish, even though this was just a class project and I had limited resources. For example, I combined 3 different red routes into one app before realizing I had to pare down and focus on one. In hindsight, it would have behooved me to focus my resources and energy on one red route that would have been enough to solve the user problem.