Make the app fun and easy to use, and add gamification. The app has a lot of personalization to allow users to have as much privacy as they want. We used UX and UI patterns from popular apps that teens already use and engaged them with some achievement systems.
Much research needed completion before commencing the design phase. Initially, a workshop was convened for stakeholders to gather information and align on objectives. With a shared vision established, I immersed myself in studying potential users and scrutinizing their behaviors, pains, and desires. Additionally, in-depth interviews and competitor analyses were conducted, validating certain hypotheses. The design process proceeded iteratively, with continual input from developers and regular checks during usability testing.
Competitor analysis included popular apps for teens such as DuoLingo and WhatsApp. The peculiarities of teenagers are that they cannot hold attention for a long time and get bored quickly, so they need additional stimulation to be involved in the app.To collaborate with users I did different activities regarding their needs: - online forms with closed questions (which gave me some start information about the users and their general personas)- ideating workshop (we've made mood boards, affinity diagrams, and naming exercises)- quality interview (evaluated hypotheses and got new ideas)- questionnaire (to gather basic information about users or to get early feedback about some hypotheses)
Design can address approximately 70% of inclusivity concerns related to our product. Therefore, we have made the decision to establish key pillars aimed at enhancing the confidence and convenience of our younger users when utilizing the app, thereby fostering a more positive perception of their treatment experience.