Case Study

The re-thinking process

Apple Watch App for Kwit

Project Time: 2 weeks

Tools: Figma, Google Forms, Miro

Dream team: @Arleth C. Ferrer @Mayo Socas

Brief

Kwit is a French health App who’s helping its users to quit smoking in a very holistic way. Kwit encourages its users by showing them data related to their progress and improvement. This has made it one of the favorite applications on the market and its users have asked for an application for Apple Watch.

Challenge

Kwit wants to develop an App version for Apple Watch. So we will evaluate the feasibility of this opportunity. We have to create an attractive and simple flow to invite the users to interact.

My role

UX/ UI Designer , Research, User Interviews, Wireframing, Interaction + Visual Design, User-Testing, Prototyping.

 

Results

After some brainstorming sessions, we have selected some features, and we have developed an interactive minimalist dashboard to keep the user motivated and overcoming their cravings.

1. Empathizing with the users!

For a better analysis of the problem we decided to launch two research; the primary, to know the smoker habits and second one, more specific, to understand the user experience with Kwit App.

What have the Kwit users have said ?

We had a great opportunity to meet successful Kwitters, who have to stop smoking thanks to kwit.

For them are very important the dashboard with the statistics and the daily progress. This kept them motivated, since seeing information such as time saved in life, money saved and hours without smoking kept them on the road and even competed with their friends.

How they are the smoker users ?

They are young people between 18-40 yo, most of them are anxious smokers and everybody had tried to quit smoking once in life.

The surveys results

Personas

Based on our findings, we set up two personas, one very involved in their quitting process (Begoña), and another that has the intention but has not yet been decided (Kelvin) as the main part of our users from the primary research.

Begoña is our primary persona, and we referred to throughout the entire product development process. She’s a serious project manager, very busy, under a lot of stress, but is concerned about her health so she’s trying to quit smoking.

User Journey

To better represent the usefulness of the application, we have represented a day in the life of Begoña

2. Defining the problem

Our app was designed to achieve a motivational, successful and supported process to quit smoking. We have observed that the users seek an easy and fast way to insert data through their smartwatches. The lack of an application is causing users not being able to access to their data when they need motivation.

Hypotesis

We believe by creating a new feature for the apple watch, users will keep up with the motivation that they need in their journey to quit. We will know we are right when we measure the number of downloads and the success of users quitting smoking.

Limited design space

We made the decision to do a double scrolling, horizontal for the flow of the application and vertical for the content of each step and interactions

Keep consistency​

We have to respect the original design of the mobile application, finding the balance between the existing design system and the new one, adjusting to measures and colors recommended by Apple

Define a new journey

Found the journey that matches with the daily use of the Kwitters

How might we reflect the user’s achievements in order to inspire them to keep going?

Validated Assumptions

  1. People who smoke is most easily related with other smokers.
  2. The main motivations are health and price.
  3. Users will smoke even knowing the consequences of it.
    For them it’s not a big deal.

MVP evaluation & marketing position

We evaluated and analyzed a list of competitors and by the end, we chose the most strong of them taking into consideration their marketing position and those who already have the Apple Watch app. In the list below you can indentify as our main competitors those who are in bold

Apple Watch Research

We did a long research, we read many articles, the apple watch developpers site, as well videos to try to understand what a complication is and how are we supposed to design in such a small space. Apple watch has basic principles for the design of its applications: alignments, specific color palettes, group content by themes for easy distinction, use all the space horizontally, vertical scrolling for specific functions or horizontally for functions of menu.

3. Ideation

For the ideation stage, we put our ideas into sketches to brainstorm later and discuss our different ideas and converge in one, after we separated the ideas into the levels of priority by using the MOSCOW method

 

Moscow method

Information Architecture

We created a site map to illustrate where these solutions would be placed and organized. Then constructed a user flow to illustrate how Begoña would interact with the site.

 

4.Prototype & Test

As you will remember, we are a group in which we like to grow together and listen to each other, so we created three mid-fi to capture our ideas from the last brainstorming, so in the end we converged on a mid-fi, with the main flow of data insertion, obtaining motivational cards and access to daily progress as the main page

Moscow method
We started with paper prototyping in order to get quick feedback from potential users. We then proceeded to mid-fidelity interactive prototypes to find out how the information architectures matched user’s mental model.

Testing with maze

Testing without the device is super difficult, but even so we launched our first test and got the following results:

  • Our testers are not apple watch users they don’t know how it works.
  • Complications screen (unclear)
  • Information cards with misclicks
  • The happy path time is 5.5s avg. with a misclick rate of 19.4%
  • drop rate of 30%, which is high and means that our user has been feeling frustrated.

High-Fi

Keeping in mind the problems of the first test, helps to improve the High-fi in terms of the time to perform the task, going from 5.5s avg to 4.5s avg. and a 0% drop rate.

With the complications screen available it was easier for the user to know where they have to press to start.

Next Steps

  • Continue Iterating.
  • Test the features and delete any unnecesary path.
  • Choose the complications.
  • Consider the CBT professional opinion in the complications impact
  • If necessary go back and if necessary go back and delve into the UX.

Learnings

Not everything goes right the first time, designing in a new device and never used by the team members is very difficult, we felt a bit like designing blind.

We have learned the meaning of using space and taking care of the design lines of the original application.