Project
Concept
Duration
2 weeks
Team
Diego Raspati
Alex Isitt
Lucinda Neagle
Vania Muriuki
My Role
UX Design
UI Design
Branding
Tools
Figma
Zoom
Google Slides
Google Docs
Context
To continue to offer an amazing experience to their customers, Casper wants to develop a mobile or app experience that helps people track their mood and sleep and build healthy sleep habits. With COVID Casper noticed how important sleep is for people, especially now that anxiety is often very high. People are investing in good mattresses and sales aren’t a problem but Casper feels the need to offer something more to their customers. Casper is now developing a ‘smart mattress’. A mattress that through special sensors captures data about your sleep. Users are then able to view this data on the app/site experience.
For those who have a ‘normal’ mattress, Casper, still wants to offer the ability to connect wearables such as fitbits and manually add mood, nutrition and habits around sleep. Once customers buy a mattress with Casper, they have a magic link or a code to access a login area and start tracking your sleep habit and journal about your mood.
The hypothesis is that by offering an extraordinary online experience, people will not only be happier, build healthy habits but also will start to refer Casper to their friends and family members
Our team of 4 was challenged with designing a mobile app experience that helps users build healthy sleep habits through data tracking using different devices. The app would allow users to:
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Track mood and sleep habits
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Connect multiple devices
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Access data and insights in order to build healthier sleeping habits
The Problem
Casper wants to develop a mobile or app experience that helps people track their mood and sleep and build healthy sleep habits. They are also developing a smart mattress to be linked with the app, even though people without the mattress would be able to track their sleep through their wearables or phone.
The Goal
To deliver a mobile app that allows customers to confidently track their sleep habits and help with their sleep hygiene through the possible use of tracking devices.
Methods
Competitive Audit, User Interviews, User Personas, Affinity Mapping, Wireframing, UI Design, Prototyping, Usability testing, Iteration, Presentation.
Design Process
DISCOVER
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User Interviews
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Competitive Analysis
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Affinity Mapping
DEFINE
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Problem Statement
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JBT
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HMWs
DEVELOP
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Feature Prioritisation
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Crazy 8s
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Prototyping
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Visual Design
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Usability Testing
DELIVER
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Final Design
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Insights and Findings
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Next Steps
Solution
Our solution was to design an app that would allow users to track their sleeping habits and learn about how to build better and healthier sleeping habits whilst allowing for the connections with Casper’s smart mattress and third-party devices.
Scroll down to view the full case study
DISCOVER
The Science of sleep
WHO has declared a sleep loss epidemic throughout industrialized nations
Poor sleep hygiene has been linked to severe diseases like: cancer, diabetes, heart disease.
Ten days of six hours of sleep a night was all it took to become as impaired in performance as going without sleep for twenty-four hours straight.
2/3rd of adults throughout developed nations struggle to get the recommended 8 hours of sleep at night
Understanding The Problem
To start our design process, we began carrying out user research to empathise with our users and understand their needs, pain points and motivations.
Part of the research effort was also carrying out competitive analysis to get a better grasp of current market standards and solutions already available.
Afterwards, data was analysed through affinity mapping and the use of user journeys, which in turn were used to create Jobs To Be Done and "How Might We" statements that helped us define what exactly we were trying to solve and also giving us ideas for the best possible solutions.
Qualitative Data Acquisition
We've carried out 8 semi-structured user interviews to understand users' sleeping habits and the impact of lifestyle upon sleep. Interviews were conducted on Zoom following a pre-structured discussion guide, recorded and thereafter transcribed and analysed through affinity maps in order to identify possible themes.
Interview Insights
Defining the Problem
Once we had a clear understanding of our users’ needs and the challenges they face, we defined the 2 overall goals for this project in "Job To Be Done" statements.
Jobs To Be Done (JTBD) capture specific user needs regarding the tasks they are trying to complete in their journeys, and "How Might We" statements focus our design to specifically address the users' JTBD.
We specifically chose to define the problem using JTBD and "How Might We" statements to reduce biases and stereotypes that accompany personal creation. Regardless of our user's background, their JTBD are the same, and by designing for a specific JTBD we address a specific user's need.
Jobs To Be Done
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When struggling to sleep, users want to find quick, easy solutions tailored to their individual needs so that they get to sleep and feel rested.
2. When tracking sleep habits, users want simple, reliable and digestible data so they can better understand their sleep and improve upon it.
Problem Statements
Data
How might we deliver simple, usable, reliable and digestible sleep data so that users can gather an idea about their sleeping habits?
Customised Tracking & Involvement
How might we allow users to customize their tracking experience to suit their desired level of intrusion/input/commitment?
Sleep Relief / Solutions
How might we provide quick, easy and tailored sleep solutions to users with difficulty with sleeping?
Sleep Education
How might we help users learn about healthy sleep habits in order to obtain best sleep possible?
DEFINE
DEVELOP
Developing a Solution
With the "How Might We" statements framing our design process, we began the development phase which consisted of:
a Design Studio, Feature Prioritisation, Wireframing, Prototyping, Iterating, and Testing.
Design Studio
The design studio consisted of rapid sketching and ideation sessions through the Crazy Eight's technique in which we explored the different ways we could resolve the 4 selected “How Might We” statements.
We presented our sketch solutions to each other and then narrowed down our ideas by identifying common themes and features through feature prioritisation.
Feature Prioritisation
Because the project was only 2 weeks long, we decided to focus on developing the features that were essential and low -effort.
Lo-Fi Wireframes
HI-FI Prototype
When creating the high-fidelity wireframes, the aim was to stay consistent with the overall brand whilst also allowing for creativity as this is a new product being produced.
We split the wireframing and prototyping among ourselves across 4 different areas: onboarding, progress and trends, home screens, self-logging, sleep solutions, and device integration. I worked on onboarding, home screens, and progress/trends pages. We created a mid-fidelity prototype, which was tested through several usability tests.
DELIVER
The Final Product
The final design included 95 screens distributed throughout Onboarding, Progress and Trends, Home screens, Self-logging, Sleep Solutions, and Device Integration areas of the app addressing our 2 "Jobs to Be Done", and 4 "How Might We?" statements.
Next Steps
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Address prototype bugs (dead-ends, sloppy animations)
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Accessibility
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Test colours for usability
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UX Writing
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Onboarding
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Learnability
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UI
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Negative space/ congestion
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Alignment
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Clarity
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Key Learnings
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During this 2 week design sprint we worked on multiple HMW's at the same time. Even though we were successful in delivering a design solution for each one of our questions, I believe that is better not to try solve multiple HMW's at the same time because chances are that this way of doing things creates confusion and frustration.
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On this project we worked multiple evenings and nights. We were very determined which is a good thing, but there's only so much that can be accomplished in a given amount of time, no amount of extra working hours can change that.
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Every team is different and having allocated roles might be beneficial in certain situations as it might lead to less confusion and a more structured decision-making process. Also, when there is no lead, it is important to have everyone's input in the final designs.