UX Case Study: Temple
Project Overview
I was assigned to create a holistic, one-stop-shop app where users could manage all aspects of their health and wellness.
Below I outline the entire process of designing the product, from the initial problem statement to the current interactive prototype.
The Problem Statement
After some initial research into the target audience, I gathered a number of problems that they face, such as lack of spare time to manage their health, and worry about potential cost. I hypothesized the below problem statement in order to stay focused on appropriate solutions.
Users of Temple need an affordable, rewarding service for monitoring their health and wellness that accommodates their varying schedules and diverse circumstances.
We will know this to be true when we see an increase in user activity as they naturally form habits of seeking new information and booking new appointments.
Research and Measuring Success
A competitive analysis was undertaken of potential competitors MyHealthOne and Fitness Blender, including a market profile, SWOT profile, and UX analysis of each. I then outlined business objectives to help us measure success on launch from various perspectives. User stories were conceived in order to show how those goals would be generated by our audience realistically.
User Personas, Journey Maps, and Flows
Interviews were undertaken to understand the goals, needs, and pain-points of our users. Personas were developed to represent this data as convenient, empathetic reminders. From there, I was able to create journey maps that eventually informed detailed user flows for potential tasks our personas would need to complete.
Ideation and Prototypes
With the user flows in place, I organized a card sorting exercise that included potential terms to be used within the app. The results of how users organized the data was illuminating, and helped me to refine an initial site map. At that point it was time to quickly ideate a large number of very rough low-fidelity prototypes to see how I could best intersect the user flows with the site map. When I was confident that these were solid, I converted them into interactive high-fidelity prototypes for the next stage.
Usability Testing and Analysis
I carefully developed a test plan and script before conducting further usability tests with potential users, asking them to complete a number of key tasks within the prototype. Throughout these interviews various errors, points of confusion, and incorrect previous assumptions were revealed. In order to focus on the most important issues to address, I analyzed the data collected from answers using affinity maps and a rainbow spreadsheet. The findings of this analysis were summarized in a test report, and lastly, a preference test was undertaken on the splash screen.
Visual Principles and Material Design
With a solid prototype in place that had been refined based on user testing, it was time to focus on some creative and UI elements. A logo was developed in a calm blue that resembles the ‘T’, while also evoking the columns of a serene physical temple. Adjustments to the UI were made based on a review of visual design principles, as well as Material Design standards.
Design Language System
With developer hand-off and the possibility of external/freelance designers working on the project not far away, I developed the design language system for Temple. This detailed all of the guidelines for typography, color, font, UI, layout, language, tone, and more, to streamline the use of all the elements that go into making the app what it is. Anyone who picks up the project would now know how and where to use each design element, and in what context.
Peer Review
The prototype was then shared with a number of UX peers for their collaboration and unbiased input on the work-in-progress. Their constructive criticism and guidance was extremely valuable. They pointed out small usability issues that had gone unnoticed, suggested creative improvements, and overall helped to make the product more streamlined and meet best practices.
Accessibility
Temple was most recently assessed for how well it caters to all individuals, regardless of ability. Several additions and changes were made to make it more user-friendly for those who suffer from impairments. These small details make all the difference in ensuring that Temple is a seamless experience for everyone and anyone who needs it.
Interactive Prototype
Experience the current interactive prototype of Temple at this Adobe XD link.
Key Learnings
The key learnings I’ve currently gleaned from this project are:
Be prepared for negative reactions and constructive feedback
Keep the persona in mind at all times
Always employ best practices
Video Walkthrough
Next Steps
Iterate new user flows from the Temple and Health sections into the Schedule section, with all variables in mind. The result will be intuitive flows that allow users to manage their healthcare seamlessly, using all three sections.
The feedback from the peer review can be taken further and make the product even more warm and emotionally appealing.
More complex user testing, perhaps asking users to download a beta version of the app and use it in their day-to-day.