Helping users reclaim their health and their schedule.
Users are looking to easily update and record mental as well as physical health data. They would likewise like to use this data to make better decisions and learn new information about health and apply it in their lives.
Designing Olive was no easy task. I utilized and completed every step of the design process from discovery, defining, developing, and delivering. In the end I had a proof of concept high fidelity app-ready for developer hand off.
I began the Career Foundry bootcamp in UX with some working understanding of the UX process. In the end I completed the bootcamp with a full understanding of the user, their journey and how to solve big problems.
User interviews were conducted of the key demographic with a range of lifestyles, jobs and hobbies. The research goals were the following:
Determine which tools users find most beneficial to their health and well being.
Uncover users habits in regards to users mental and physical health.
Identify users feelings towards using apps for health and wellness.
Following the user interviews, I reviewed the data and constructed an affinity map. This image represents some of the data that was beneficial in creating the user flow for the product.
With a clearer understanding from the users I began to define the target user through the creation of user personas. With these personas it was important to understand who we were designing the product for. An interesting change of course happened at this point of the product. After conducting user research it was determined that a physical app was prefered over one that offered mental health. It was at this point it was decided to remove that feature and table it for another time. With user personas developed, and a clearer understanding of the product, user journeys were created. Below are an example of those journeys.
Once our user is better understood it was time to start developing the product. I created some low fidelity wireframes to start this process. Below are a few iterations of wireframes created from the user’s journey.
After a few rounds of low fidelity and mid fidelity wireframes, high fidelity prototypes were created and tested by the user. In one such test, I conducted a preference test for the onboarding feature of the app.
After reviewing human interface guidelines from Apple, the decision was made to reduce the image size and allow for white space for the text.
Users overwhelming prefered a photo behind the gradient by 73%.