NWI Wellness Coaching App

National Wellness Institute est. 1977

National Wellness Institute App 2-week Sprint

Ironhack’s 7th Week Challenge was to partner with our client National Wellness Institute by creating a business application that will allow its Users to be able to set wellness goals, track and view their progress through data visualization, and allow NWI Wellness Coaches to communicate with the User.

In order to assess what area of Wellness to gear the app specifically towards a review of the dimensions of wellness is necessary. There are 9 dimensions of wellness which are career, cultural, emotional, environmental, financial, intellectual, physical, social, and spiritual.

With so many choices I wanted to focus on one area specifically that would have an overflow in the other areas of wellness as well. Currently being a student myself, I personally know the importance of intellectual wellness while being a student and the success/failure results in a “ripple effect” within the career, cultural, emotional, environmental, financial, and social factors. Using the () steps of design thinking the Discovery Stage transitioned into Secondary Research.

Secondary Research

Intellectual wellness has a number of different User groups within it so Secondary Research was necessary to give better focus on a specific User group. While conducting research I found data with alarming results. The top two research findings stated that at least 24 million students could drop out of school because of the Coronavirus. More research from a former President of the National School of Psychologists, Kathleen M. Minke Ph.D., stated that if you don’t address the social and emotional needs of the students' whole school experience it would have a significant impact on their degree of academic achievement.

The Secondary Research proved valuable for directing my area of Intellectual wellness towards Students.

Lean UX

The first tool was the Lean UX Canvas. While using this tool the value was in the data discovery of the large scale of groups affected by academic wellness and the ripple effect of negative experiences if the business problems not properly addressed that will affect the future & generations of Users to come.

NEXT STEPS:

Because this is a living document I went back after prototyping to use collective data to draw correct hypothesis & assess assumptions early in data analysis and latter **Would like to build for all levels to see the level of implementation and the benefits resulting from usage**

Competitive Feature Comparison

The Competitive Feature Comparison framework aimed to focus on the Opportunities for Design with business analysis by comparing the similarities and differences of NWI’s competitors with features our User group have come to expect from apps.

I found consistency with my Secondary Research data when I Uncovered Opportunity for Design for social coaching as well as academic, with app availability while offering all services free.

Market Positioning Chart

Chart #1

Market Positioning Chart tool was used so that I could Compare Multiple Competitors in the Market to identify differences, strengths, and weaknesses and to visually analyze the current and future position amongst competitors and unveil a “Blue Ocean” of Business Opportunity & Innovation.

Chart #2

Takeaways:

Opportunity for design with Chart #1 in Personalized App for free academic coaching for at-risk students, and in Chart #2 there's an opportunity for design in personalized social free coaching for at-risk students with a 1:1 ratio with a live coach

Key takeaways: Would have liked to conduct further research into severely at-risk children, like severely developmentally delayed and foster children for example.

As we enter User Research we use Qualitative and Quantitative Data to discover the target user group and the pains and gains of these groups.

Quantitative Data

The Quantitative Data research consisted of 8 Respondents with 100% of the respondents participating in Online learning. 50

  • 8 Respondents, missed a day of school so I wanted to end early & catch up with where I should be
  • 100% Respondents are Online Learning Currently
  • 50% of Respondents under the age of 18
  • 62% said had life issues but not asked by counseling or staff at schools if they need help with them
  • 82.5% experience confusion or disinterest during lessons

Qualitative Data

“I don’t think they care.”-18-year student (When asked if counselors or teachers conduct “check-ins”/ask how the student is doing.)

Qualitative Data Surveys are an effective way to quickly validate or invalidate assumptions and give in-depth views of users' motivations, pains, and gains. The Qualitative Data consisted of 6 Interviewees. All of the Interviewees were students of varying ages and demographics. The value behind the data was the discovery that all the students interviewed were “at-risk” students and the responses from the Interviewees reflected further disconnect between students and staff with their academic and social struggles; further validating the Secondary Research data.

Affinity Map

With the data that was gathered in the discovery phase, I created an affinity map as a tool to organize the patterns in the data from our Users. In order to empathize with our Users, I highlighted the social, emotional, and physical needs of our users from the discoveries that were made from the data.

Discoveries were that collectively our user group Struggles with Online Learning, and receiving both Academic and Social help in a user group resulted in high accounts of negative effects socially and emotionally.

Value Proposition Canvas-Customer Profile

With the collective data, I was able to create a Value Proposition Map for the customer. This tool helps to organize the Pains, Gains and, Jobs to be Done of the Customer, while still focusing on the customer's social and emotional needs.

My main takeaways were that there are an alarming amount of social and emotional pains compared to gains with our users. The Users want to succeed academically, socially, and emotionally despite restraints such as the Coronavirus or Economic Barriers. They want to increase their social and emotional gains but grow frustrated and “disconnected” academically, socially, and emotionally when they lack the skills to be able to do so.

User Persona

The User Persona tool helps transform the data of our User Group visually by using the majorities behavioral and mental models to form a specific person they symbolize, who is Impressionable Isabella. The “at-risk” user group she represents is who are distinguishing features will be catered to. My main insights came from her needs. She needs a slow pace with 1 on 1 learning availability where she can not only get assistance with academics but can also receive assistance with emotional and social hindrances as well. The frustrations she has with being assertive and self-advocating have ripple effects on her social, and emotional health, and clearly communicates that her needs are not currently being met. The value of this data is of the impact within the current and future academic, social and emotional needs of this has within her User group. Impressionable Isabella will aid in maintaining the focus of those needs in the next series of tools.

As-Is Scenario Map

As-Is Scenario Map

The As-Is Scenario Map was the tool used to reflect on the Doing, Thinking, and Feeling Steps of Isabella’s current journey from preparing for school virtually, to her after-school steps. The thinking and feeling steps of her journey showed many negative social and emotional feelings in what would be thought of as some of the simplest steps in her journey, like going to classes.

User Journey Map

To address and create features that reflect an accurate portrayal of Impressionable Isabella’s journey we have to identify the major pains within her current state to give further context to her problems and find opportunities for design within those problem areas.

Isabella’s three major pain points within her journey are the 3rd phase of her journey when she is at school and loses pace with the teacher because of technical issues and/or the teacher's pace. Isabella isn’t able to keep up or even voice her frustration online without experiencing embarrassment and isolation.

Our next pain point is the 4th phase where Isabella is doing her work after class and isn’t understanding her work or comprehending the instructions given later to attempt the work on her own. She's feeling so confused, and angry, and eventually sad because she just doesn’t get it and no one is continuously giving her the help she needs.

The last pain point is in the 5th stage of Isabella's journey where she is finishing all the rest of her homework and calling it a night. She is done and I mean DONE with her work. She has gotten stuck, confused, and frustrated so many times that she is just not going to do it. She’s having a lot of self-doubt, a lot of self-esteem issues, she would reach out to her friends for help but everyone is so distant and isolated that she is too embarrassed after not talking to them for so long to even ask for help.

At each of these very emotional pain points, there is an opportunity for design for not only the practical, which is academic but for the social and emotional aspect of Isabella's user group.

3 Problem Statements & HMW’s from Journey Map

Reframing the three major pain points within Isabella’s Journey Map, I formed the three Problem Statements and How Might We’s to use during our next stage in Developing.

Problem Statement: Students feel disconnected from school academics when faced with issues related to losing time in class

How Might We #1: How Might We provide students with a way to feel emotionally connected on missed lectures and class time due to internet issues.

Problem Statement #2: Students are confused and struggle to remember lessons when completing classwork or homework.

How Might We #2: How Might We provide a way for users to be able to communicate about their confusion with the lesson and get help on learning & communicating on their own.

Problem Statement #3: Students are lacking guidance on academic, social, and emotional issues when missing (in person) school.

How Might We #3: How Might We help users have check-ins to communicate issues with academic, social, and/or emotional issues every day while not creating barriers obstructing aid?

Ideation

Ideation

While focusing on the Problem and HMW statements I was able to Brainstorm. For the first time I tried ideating right under my problem & how might we statements and I was surprised how much easier and faster it was for me to complete the process. There were a total of 40 ideations I grouped them into specific groups.

Impact vs. Effort & MoSCoW Method Chart

Impact vs. Effort & MoSCoW Method

The Impact vs. Effort and Moscow Method Chart tool breaks the brainstormed ideas from ideation into four separate categories. Must-Have, Should Have, Could Have, and Won't Have. The Must Have’s were aligned with not only what the Users wanted but the initial goals of the Business’ goals as well. A Goal Tracker, Daily Correspondance, and Online Assistance from the Coach, Coaching Exercises, and Weekly Reviews & Alerts were all ideas in the Must Have’s. The Should haves consisted of Recorded Vault Access, Virtual Reports, Weekly Group Tutoring, Q & A Reports, and Virtual SOS. Most of the Should Have’s that weren’t aligned with Isabella’s journey and NWI’s goals would be addressed later in Next Steps.

Value Proposition Canvas-Product Market Fit w/Features Canvas

Similar to the previous Customer Value Proposition in the Define stage, this Value Proposition narrowed the focus on the business benefits with the prospective new apps fit within the market, and the pain relievers, gain creators, and Jobs to be done associated with the new app.

The takeaways were that the gain creators resulted in a lot of physical solutions that had ripple social and emotional long-term effect possibilities.

Most Viable Product

Overview: Before I move to the MVP I would like to take a moment to recap an overview of the Problem & HMW Statements for our Users.

  • Feels disconnected and loses pace with academics and social groups
  • Mentally confused and can’t recall how to complete lesson
  • Feeling emotional and lacking effective guidance academically, socially, and emotionally

The goals of the Stakeholders are:

To create a digital wellness tool for Wellness Coaches that will provide an innovative and refreshed approach to wellness that allows the user to be able to set wellness goals, track and view their progress, and a resource for the coach to be able to communicate with the user.

The MVP would be an app that would target the pains of our User Group as well as accommodate the business needs of NWI.

JOB MVP:

An innovative, free of cost tool used to promote overall wellness, set and view goals, and Connect the User to their Coach and resources, for the one-on-one help they need to be able to overcome problematic areas.

APP MVP:

A free-cost Wellness App that provides a one-on-one coach with training, skill & goal building, and resources addressing the overall wellness of the User.

Jobs To be Determined

Using the MVP’s I can now directly address the MVP with the Users Pain points from the User Journey Map with the Main Job Story. Along with the Business Goals in the Main Feature Story.

Main Job Story

When the User is feeling academic, social, and emotional disconnect they want to be able to receive one-on-one help with the ability to set and view goals and connect with their goals and resources

Main Feature Story

When the User is attending school and feeling disconnect the innovative feature will help them review lessons, goals, exercises, and resources that will equip them with the skills to complete essential tasks and help them feel reconnected and confident.

User Flow Chart

User Flow Chart

The User Flow showed the progress of our User through their interactions with the new feature with the path of using content with decision logic to show the users onboarding, goal setting, tracking progress, and communicating with the coach.

I chose the “Happy Path” of the User successfully choosing help from the Coach and receiving the help needed to successfully complete the academic goal of completing homework and the social goal of learning new methods to self-advocate for help in the future.

Lo-fi Prototype

Entering the Deliver Stage the Lo-fi Prototyping consisted of 5 Usability Testers.

The Qualitative Data from one User stated “It’s easy to understand, I just wasn’t sure where to click.” The most problematic screen was the “Help/Coach” Screen with a 40% Misclick Rate and average time spent on the screen at 9.8 seconds. I decided to persevere because the problem with the oncology of the “Help” button would be corrected in Mid & Hi Fi’s and Usability Testing would provide data on whether a new wireframe would be made.

Mid-fi Prototype

Mid-fi Mentor/Help Section

The Mid-fi Prototype consisted of 5 Usability Testers with Mentor Screen with the Qualitative Data from one User stating, “Okay…I can see where to go now…” and 100% Success Rate (no longer misclicks). The data confirmed that the clearer layout of the sections and subcategories made the wireframe validated the new layouts perseverance so continuing to the High-fi would be possible without pivoting.

Visual Competitve Analysis

To acquire visual reference by competitor analysis I picked Class Dojo and Kahn Academy so I could visual benchmark what they were doing to appeal to our users, and also where there may be room for improvement.

The colors used on both platforms are light and happy like orange and mid-toned blue, and visually stimulating with pictures associated with words keep the user engaged.

But there was ALOT of context, more geared towards an adult user than the child as an individual. This was an area of design opportunity I wanted to use in our app.

Brand Attributes

The Apps Brand Personality had to be appealing and User Friendly enough for our User group to stay engaged and connected enough to continue to use the app daily and also stay connected to their Coach. The Features Brand Attributes are:

1. Aspiring

2.Imaginative

3.Cheerful

4.Intelligent

5.Hardworking

Mood Board

Mood Board Usability Testing would provide the data to see if the representation of the Brand Attributes was communicated with the Mood I created with the Board. Usability Tests with 6 Testers that communicated the imaginative and cheerful aspects of the Brands Personality. A few said aspiring as well so I persevered with the confirmation the board reflected the correct Personality Attributes.

Style Tile

The Style Tile is a visual account of what was transferred to the High-fi as a collaborative tool to assist with design build-out. Similar Backgrounds were chosen with the color scheme of the overall Hi-fi. Usability Tests from 5 testers all agreed that the personality and mood of the boards were accurate with the Brand Attributes. Continued to transfer to High Fi’s.

Visual Design Documentation

Atomic Design with New Icons & Characters

The Atomic Design inventory for all logos, symbols, colors, typefaces, buttons within the high fi prototype. With Desirability Testing, things went south fast. The Theme that of a robot as Imaginative gave the feel of an app meant for early childhood as opposed to Isabella, our Representation User. I pivoted when I received the 5th tester stating that the feel was too “kiddie”. I would have to change the Hi-fi and do further Usability Testing of the three new screens and try again.

Failed Hi-Fi….bye Johnnie 5

The takeaway is that I should possibly do this last since I didn’t have time once I had to pivot during Hi-fi to add the large amounts of new icons, buttons, and patterns that were new to my Hi-fi.

Hi-fi Prototype

Hi-fi MOJO DOJO

Introducing my Hi-fi creation that is an app free of cost to At-Risk Users that will help them with overall wellness, partnering with the User to accomplish all of their Academic, Social, and Emotional needs. Setting and Viewing Goals, and Connecting them to their Coach and Resources for the one-on-one help they need to be able to overcome and succeed for their future. MOJO DOJO will ensure Impressionable Isabella and her User Group will be equipped with tools for Success in Life.

Success & Failure Metrics

Success would reflect by growth in memberships, high NPS, low Churn Rate, Positive reviews, Increase in Market Shares, Positive increase in Profit Margin.

Failure would reflect by a decrease in memberships, low NPS, high Churn Rate, Negative reviews, a decrease in Market Shares, and Negative Profit Margins.

Next Steps

For future Prototyping, I will not be using iPhone 8 due to the negative UI elements like scroll ability factors. The most valuable was a lesson I will use throughout my UX/UI Career, Perseverance Personally & Professionally despite failures is a must. Learning and sometimes not getting it right can actually be some of the biggest learning moments. So for that lesson, I am thankful. I hope to build a more elaborate and interactive prototype with more micro-interactions for my Portfolio in the future.

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Coco Griffin

Coco Griffin

Christian and mother of six thats been through all of lifes hicks