top of page
INTRODUCTION

This is a project that aims to help with healthy lifestyle habit formation and attitude transformation towards the definition of Health. To prevent our users from having psychological reactance, we incorporated a series of persuasive theories in our concept iteration process. Our final design is a product that achieves its transformational goals through gamification. 

This project lasted 8 weeks from October - December 2019.

MY ROLE

Project Manager

UX Designer

UI Designer

Interaction Designer

SKILLS

User Research

Wireframing

Prototyping

Usability Testing

App Design

TEAM

June Byeon

Annette Hong

Ally Liu

June Liu

Se One Park

Melissa Shi

Product Overview

Product Overview

CortiBot is a habit formation product designed to transform our users' definition of what being healthy is from being physically fitted to having a balanced lifestyle and cortisol level. Main features of this app includes a virtual pet service, to-do list, inbox, dashboards, and profile.

01
PARING WITH EXISTING FITNESS DEVICE
Connect to Fitbit w- Phone.gif

To avoid the need of our users purchasing a new fitness tracking device, we designed our product so that it could be connected and synced with an existing device. Due to the limitations of existing devices, an external piece will attached to the tracking device to assess users cortisol level.

​

A customized digital robot will be paired with the users based on their current health level.

02
GAMIFICATION OF THE HABIT FORMATION PROCESS
Gamification w- Phone.gif

To make the process of habit formation engaging and obfuscate the design goal, the process is gamified. When taking actions that help with raising the digital robots, the users are actually building healthy habits for themselves.

03
GRADUAL DISCLOSURE OF EDUCATIONAL PIECES
Gradual Disclosure w- Phone (1).gif

Making the app more engaging, an element of challenge is introduced. Dashboards with users' fitness information is only unlocked by completing given tasks.The tasks to complete is also challenging in that they require users to do more than sweeping of fingers. 

04
GRADUAL DISCLOSURE OF EDUCATIONAL PIECES
Educational Piece w- Phone.gif

Educational pieces about the importance of balanced cortisol level and its relevance to being healthy is revealed to users gradually. This is to prevent the possibility of users feel repelled with overwhelming info and to keep users engaged. 

05
GRADUAL DISCLOSURE OF EDUCATIONAL PIECES
Metaphor w- Phone.gif

To obfuscate the purpose of the product, metaphor is used to disguise the healthy habit formation process as a digital pet raising game. Each component of the healthy life is phrased as a need of the robot.

The Solution

00

User Research

User Research

01

Discovering the Problem

Interviews were conducted to understand how people view health, if there is a need to transform user behavior and attitude, and how they utilize technology in accessing their health.

A

" I feel healthy today because I am in a good mood and my body feels alright."

" I feel like I have lived a healthy day when I accomplish the daily goals on my app."

B

C

" I know it doesn't apply to everyone, but when I lose weight, I know my body is at a healthier state."

From our interview, we realized that there is a common misconception of what is being healthy. Many people believe that their physical appearance or at-the-moment physical/emotional condition is an accurate measurement of their health. However, our hormone level is a better measurement of our health condition. But little do people know how hormone affects health, 

Project Objective

To design an intervention that transforms users' attitude on health from only consider their external appearance to having a balance hormone levels as well as helping them build habitats that leads to balanced hormone levels. 

Tech Research

Tech Research

02

Defining the Possibility

We mainly looked in to two different areas. First is at what types of hormone tracking technology is available that is also capable of giving real-time testing results and is small enough to be wearable. Second is at what types of healthy habit formation app are already in the market.

Competitive Analysis-1.jpg

After comparison, we realize that currently, there is no product on the market where hormone can be tracked at real-time. All the existing hormone testing devices are also low in mobility. However, we did find that there are developing technology that we can utilize in our design to attain our hormone tracking goal. 

Wearable device from Stanford measures c
Schematics.jpg
Concept Ideation

Concept Ideation

03

Journey to Finding the Solution

Personas

We created personas of our targeted user based on our interview participants to provide a point of reference during our ideation and evaluation process. We targeted at mainly two category of users. The first category consists of young adults who are time and financially restricted. The second category consists of middle age users who finds new habit adaption difficult.

User_Persona_Template_–_1_2x.jpg
User Persona_Template_2x.jpg

Paper Prototype

For initial concept ideation, we decided to diverse as much as possible. Therefore, we separated and came up with 3 individual concepts that all serve the purpose of triggering user action taking. 

Gamification Approach

unnamed.jpg
unnamed (1).jpg

Participants in general loved the idea of taking care of another avatar, however, they felt less emotional bonding with a digital avatar because there was not much direct communication between them and the avatar.

Data Visualization Approach

unnamed (2).jpg
unnamed (3).jpg

The data visualization approach was widely received by the testing participants because they appreciated being able to visualization their progress.

Physical Interaction Approach

IMAG2002.jpg
IMAG1991.jpg

Having a physical robot on interact with received much positive feedback from user testing participant because of the strong emotional connection this builds. However, there was a high concern of having too many objects to keep track of.

!

Semantics for tasks were unclear to users.

!

It was hard to form strong emotional connection with an digital avatar.

Low-Fi Prototype

To solve the two major problems arose from our initial prototype, we made several modifications to our second iteration. To foster a stronger emotional connection between user and robot, their is a paring step added to robot assignment. This is to make the user to feel like the robot is unique to him/her. The second major change that we did was to change the phrasing of the task prompt so that it clearly indicates to the user how to complete the task. After our second user testing session, more design flaws were discovered. 

Low fi screens.png
BA37385E-4AA9-40E7-B2CF-C23B97AE3FB3.JPG
unnamed.jpg

!

Iconography is confusing.

!

The tasks for users to complete are not engaging.

Mid-Fi Prototype

With the mid fidelity prototype, we collectively decided that it is necessary to map out all the desired features of the app and produce a semi-functional full prototype with InVision. The biggest change in terms of the design is the incorporation of educational materials that educated the user of the importance of having healthy habits and how that affects the internal cortisol balance of body. 

Robot Matching Screens

Feature Walkthrough

Welcome Screen.png
Health Data.png
Connect Device.png
Personal Info (Pre).png
Name Cortibot (Pre).png
Cortibot Necessity-1.png
Cortibot Necessity-2.png
Task 1 Complete.1.png
Task 1_ AR.png
Task 1 Gear.png

Task Completion Screens

Cortibot_ Low Oil.png
Cortibot Necessity p 3.png
Task 2_ Complete.1.1.png
Task 2_ Complete.1.png
Level up page 2.png

Educational Material

Level 2.3.png
Level 2.4.png
Dashboard-1.png
Cortisol Dashboard.png
Activity Dashboard.png
IMG_2160.JPG
IMG_9185.JPG

!

Room to enhance users' emotional attachment to their robots.

!

Educational information is not well integrated into the app. 

Fina Design

Final Design

The End Solution

04

Design Details

The final design utilized many persuasive techniques to achieve the ultimate goal of transforming users' understanding of health and assisting them with forming healthy lifestyles. These techniques includes utilizing distancing to obfuscate the design intention, gamifying the app to increase user motivation, and fostering environment for repeat actions to help form new habits. 

Personal Info.png
Personal Info.png

Auto robot pair

To foster a stronger emotional connection between the user and the robot, individual's robot is generated based on their personal information collected from their existing health track app. 

Cortibot Level 4.png
Cortibot Level 4.png

Healthier you healthier robot

Paired digital robot reflects the health condition of the user. The healthier the user to happier the robot.

Actionable prompt of actions

From our literature review, we learned that the one of the key factor of successful habit formation is to give clear and actionable instructions on how to perform a new action.

Cortibot Level 4.png
Cortibot Level 4.png

Real-time tracking

To avoid reactance towards concept of being persuaded, all traced physical attributes of the user are being disguised as the robot attributes.  

oil.png

Oil = Hydration

energy.png

Battery = Sleep

gears.png

Gear = Activity

Cortisol question mark.png
Cort..png

??? = Cortisol

* Switch from ??? to Cort. after reaching to appropriate level.

Dashboard Level 5.png
Dashboard Level 5.png

Leveling system

To maintain motivation for users to stay using, a leveling system is included. Only after user has leveled up to a appropriate level through performing the prompted actions will they be able to unlock further features.

Onboarding Screen Map

Device Paring

Onboarding screen map.png

App Walk-through

Initiation

Inbox

Return User Screen Map

Regular screen map.png

Task List

Tracking Dashboard

Dashboard Unlock Screen Map

Dashboard Unlock

Unlock screen map.png
bottom of page