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IMPROVING STUDENT WELLBEING AND PRODUCTIVITY.

Discovery phase

Enabling students to reduce a sense of guilt and low self worth when feeling unproductive, through changing core beliefs.

MY ROLE: Individual project

IMPROVING STUDENT WELLBEING AND PRODUCTIVITY.

Discovery phase

Enabling students to reduce a sense of guilt and low self worth when feeling unproductive, through changing core beliefs.

MY ROLE: Individual project

IMPROVING STUDENT WELLBEING AND PRODUCTIVITY.

Discovery phase

Enabling students to reduce a sense of guilt and low self worth when feeling unproductive, through changing core beliefs.

MY ROLE: Individual project

IMPROVING STUDENT WELLBEING AND PRODUCTIVITY.

Discovery phase

Enabling students to reduce a sense of guilt and low self worth when feeling unproductive, through changing core beliefs.

MY ROLE: Individual project

Discovery phase

What's the problem?

Students often find it difficult to remain productive when they need to, often having issues with uncontrolled screen use.

This unproductivity leads to a sense of guilt, poor self worth and poorer wellbeing (mental and physical).

Yet, this is a hard cycle to break.

Who are the users?

University students, aged 18-24.

Why should we care?

1 in 4 students state they have been diagnosed with a mental health issue.
30% said their mental health has worsened after starting university.

Students can easily develop wellbeing related issues, which often go unnoticed unless severe. They have more autonomy over their lives and do not have as much supervision of their habits and behaviours.

This can affect their academic success, ability to enjoy student life, socialise and general level of good physical and mental health.


How did i fix it?

I developed an app which helps students to choose, set and work towards habits that help to improve productivity. The design of the app is built on multiple behaviour change theories to not only shift behaviour long term, but to create a more positive mindset and user mental model.

How is it different to the many habit tracking apps out there?

  • It uses 6 behaviour change theories to create long term change.

  • It is niche to students only, unlike other apps on the market.

  • Provides real tangible rewards tailored to student needs.

  • Encourages low screen time by audio recording of input

  • Students can automate input by connecting wearables or NFC stickers.

  • It uses AI and Machine Learning to;

    • break down goals in tiny, easy steps,

    • constantly reiterate goal breakdown based on user input,

    • provide tailored feedback and nudges in chosen AI tone,

    • and personalise app features.

Where's the proof the solution worked?

Quantitative testing:
Based on usability testing of 3 tasks:

- User satisfaction is high (average SUS score was 86).
- Efficiency was high (task completion 100%, few errors made)
- Effectiveness was high (task time close to ideal , lostness was below threshold of 0.4).

Heuristic analysis: good, but needed improvements.
- few heuristic issues found but #5 Error prevention and #9 Help users recover from errors were missed.

Good Services scale- good.
Last criteria was missing: making it easy to get human assistance.

Accessibility (WCAG 2.2 guidelines) - good.
- Generally did well but one colour failed colour contrast for AAA normal text.
- No current designs for responsive screen sizes.

Qualitative testing:
User feedback: Highly positive, all users saying they would use the product.



Discovery phase

What's the problem?

Students often find it difficult to remain productive when they need to, often having issues with uncontrolled screen use.

This unproductivity leads to a sense of guilt, poor self worth and poorer wellbeing (mental and physical).

Yet, this is a hard cycle to break.

Who are the users?

University students, aged 18-24.

Why should we care?

1 in 4 students state they have been diagnosed with a mental health issue.
30% said their mental health has worsened after starting university.

Students can easily develop wellbeing related issues, which often go unnoticed unless severe. They have more autonomy over their lives and do not have as much supervision of their habits and behaviours.

This can affect their academic success, ability to enjoy student life, socialise and general level of good physical and mental health.


How did i fix it?

I developed an app which helps students to choose, set and work towards habits that help to improve productivity. The design of the app is built on multiple behaviour change theories to not only shift behaviour long term, but to create a more positive mindset and user mental model.

How is it different to the many habit tracking apps out there?

  • It uses 6 behaviour change theories to create long term change.

  • It is niche to students only, unlike other apps on the market.

  • Provides real tangible rewards tailored to student needs.

  • Encourages low screen time by audio recording of input

  • Students can automate input by connecting wearables or NFC stickers.

  • It uses AI and Machine Learning to;

    • break down goals in tiny, easy steps,

    • constantly reiterate goal breakdown based on user input,

    • provide tailored feedback and nudges in chosen AI tone,

    • and personalise app features.

Where's the proof the solution worked?

Quantitative testing:
Based on usability testing of 3 tasks:

- User satisfaction is high (average SUS score was 86).
- Efficiency was high (task completion 100%, few errors made)
- Effectiveness was high (task time close to ideal , lostness was below threshold of 0.4).

Heuristic analysis: good, but needed improvements.
- few heuristic issues found but #5 Error prevention and #9 Help users recover from errors were missed.

Good Services scale- good.
Last criteria was missing: making it easy to get human assistance.

Accessibility (WCAG 2.2 guidelines) - good.
- Generally did well but one colour failed colour contrast for AAA normal text.
- No current designs for responsive screen sizes.

Qualitative testing:
User feedback: Highly positive, all users saying they would use the product.



Discovery phase

What's the problem?

Students often find it difficult to remain productive when they need to, often having issues with uncontrolled screen use.

This unproductivity leads to a sense of guilt, poor self worth and poorer wellbeing (mental and physical).

Yet, this is a hard cycle to break.

Who are the users?

University students, aged 18-24.

Why should we care?

1 in 4 students state they have been diagnosed with a mental health issue.
30% said their mental health has worsened after starting university.

Students can easily develop wellbeing related issues, which often go unnoticed unless severe. They have more autonomy over their lives and do not have as much supervision of their habits and behaviours.

This can affect their academic success, ability to enjoy student life, socialise and general level of good physical and mental health.


How did i fix it?

I developed an app which helps students to choose, set and work towards habits that help to improve productivity. The design of the app is built on multiple behaviour change theories to not only shift behaviour long term, but to create a more positive mindset and user mental model.

How is it different to the many habit tracking apps out there?

  • It uses 6 behaviour change theories to create long term change.

  • It is niche to students only, unlike other apps on the market.

  • Provides real tangible rewards tailored to student needs.

  • Encourages low screen time by audio recording of input

  • Students can automate input by connecting wearables or NFC stickers.

  • It uses AI and Machine Learning to;

    • break down goals in tiny, easy steps,

    • constantly reiterate goal breakdown based on user input,

    • provide tailored feedback and nudges in chosen AI tone,

    • and personalise app features.

Where's the proof the solution worked?

Quantitative testing:
Based on usability testing of 3 tasks:

- User satisfaction is high (average SUS score was 86).
- Efficiency was high (task completion 100%, few errors made)
- Effectiveness was high (task time close to ideal , lostness was below threshold of 0.4).

Heuristic analysis: good, but needed improvements.
- few heuristic issues found but #5 Error prevention and #9 Help users recover from errors were missed.

Good Services scale- good.
Last criteria was missing: making it easy to get human assistance.

Accessibility (WCAG 2.2 guidelines) - good.
- Generally did well but one colour failed colour contrast for AAA normal text.
- No current designs for responsive screen sizes.

Qualitative testing:
User feedback: Highly positive, all users saying they would use the product.



Discovery phase

What's the problem?

Students often find it difficult to remain productive when they need to, often having issues with uncontrolled screen use.

This unproductivity leads to a sense of guilt, poor self worth and poorer wellbeing (mental and physical).

Yet, this is a hard cycle to break.

Who are the users?

University students, aged 18-24.

Why should we care?

1 in 4 students state they have been diagnosed with a mental health issue.
30% said their mental health has worsened after starting university.

Students can easily develop wellbeing related issues, which often go unnoticed unless severe. They have more autonomy over their lives and do not have as much supervision of their habits and behaviours.

This can affect their academic success, ability to enjoy student life, socialise and general level of good physical and mental health.


How did i fix it?

I developed an app which helps students to choose, set and work towards habits that help to improve productivity. The design of the app is built on multiple behaviour change theories to not only shift behaviour long term, but to create a more positive mindset and user mental model.

How is it different to the many habit tracking apps out there?

  • It uses 6 behaviour change theories to create long term change.

  • It is niche to students only, unlike other apps on the market.

  • Provides real tangible rewards tailored to student needs.

  • Encourages low screen time by audio recording of input

  • Students can automate input by connecting wearables or NFC stickers.

  • It uses AI and Machine Learning to;

    • break down goals in tiny, easy steps,

    • constantly reiterate goal breakdown based on user input,

    • provide tailored feedback and nudges in chosen AI tone,

    • and personalise app features.

Where's the proof the solution worked?

Quantitative testing:
Based on usability testing of 3 tasks:

- User satisfaction is high (average SUS score was 86).
- Efficiency was high (task completion 100%, few errors made)
- Effectiveness was high (task time close to ideal , lostness was below threshold of 0.4).

Heuristic analysis: good, but needed improvements.
- few heuristic issues found but #5 Error prevention and #9 Help users recover from errors were missed.

Good Services scale- good.
Last criteria was missing: making it easy to get human assistance.

Accessibility (WCAG 2.2 guidelines) - good.
- Generally did well but one colour failed colour contrast for AAA normal text.
- No current designs for responsive screen sizes.

Qualitative testing:
User feedback: Highly positive, all users saying they would use the product.



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Discovery phase

Discovery phase

Initial hunt statement.
I am going to research screen time usage and its impact on wellbeing for young adults aged 18-24 so that I can identify opportunities for a solution that somehow improves wellbeing and reduces negative impacts of over screen usage
Secondary research.
Using the KWHLAQ framework to identify what I needed to discover with secondary research (journals/articles/forums), and what was remaining to explore with primary user research.
Primary data collection.
8 users were recruited using convenience sampling. Semi-structured interviews with card sorting activities and diary studies were used.
Initial pivot.
My first round of data collection didn't prove my initial assumptions, so i pivoted.
Data collection.
Conducted more data with more participants. This time using emotional scaling tools and directed storytelling along with interviews.

The data was sorted into affinity diagrams to find key themes and insights.


Insights were then prioritised using matrices and turned in HMW statements.
New hunt statement.
I am going to research screen time usage and its impact on wellbeing for young adults aged 18-24 so that I can identify opportunities for a solution that somehow improves wellbeing and reduces negative impacts of over screen usage
Why this topic?
1/3 of university students feel that their wellbeing has decreased since attending university, and less than 1/3 of students will reach out to wellbeing services within or outside the university for help.

Define phase

Finding insights.
All the data was organised into key themes using affinity diagrams. Key findings and insights were drawn out to help create a UX statement.
HMW statements were generated to help with ideation.
Empathy mapping.
Helped to synthesize the insights from affinity mapping.
Journey mapping.
Identifies pain points, opportunities, and emotional highs/lows. Visualizes gaps between user expectations and current experience. Helps to guide feature prioritisation and improvement planning.
User persona.
Helped to keep the process user focused on core needs and pain points.
Iceberg tool.
This was really helpful in ensuring I understood the core user mental model and going forward I would develop a concept/service to ideally shift these thoughts.
UX statement.
I believe there’s an opportunity for a product or service for busy, university students
who want to reduce uncontrolled habits to allow them to improve their productivity and thus improve their sense of achievement, reduce the guilt and low self esteem they experience as a result, but despite being aware of this habit , they are struggling to break it , gain self control, create balanced routines for themselves (valuing rest, work and leisure) and they struggle to value their self esteem and sense of wellbeing as a high priority.

Develop phase

Idea generation.
Using many methods like crazy 8's and the Scamper framework, I generated as many varying ideas as possible.
Idea selection.
Using matrices, I narrows down the key ideas and then used Dot voting with key users to identify the ideas of interest.

The two key concepts chosen were;
1) A screen free space on campus where students can go to relax, socialise with friends or attend classes (yoga etc).

2) An app that helps students improve wellbeing by helping to build habits that improve productivity.
Planning prototyping.
To ensure efficient and thoughtful prototyping, I made a list of questions and assumptions I had. Then choosing the riskiest ones, I made a plan to test and success metrics for each.
Stakeholder mapping.
Before going on to prototyping, I wanted to identify which stakeholders I might need to collaborate with or who my service would affect.
Early prototyping and Key pivot.
Speaking to the Loughborough student union, I found out that the screen free space was viable, and they could help me run and organise events there.


But speaking to core users, they would only use the screen free space when bored/had free time, so it didn't meet the core user needs.

I discarded this idea and moved forward with the app.
The current concept.
An app that helps students to become productive by helping them achieve a chosen goal. The app will use AI to break down the goal into smaller achievable steps. Real tangible rewards will be given for progress.
Iceberg tool.
I wanted my concept to help users shift their current beliefs and mental models to more positive ones, to improve wellbeing. Using the iceberg tool helped to get to the core of the user's thinking.
Lo fi prototyping.
I created some simple wireframes which were interactive, and a refined storyboard to test with users.

What did i learn?
1) Users didn't want to type lots of information.

2) They wanted to know what rewards they'd receive for achieving goals.

3)They liked the app's general purpose, and understood the function and flow.
Giga mapping and ZIP analysis.
Conducting Giga mapping allows me to see how structures linked together, and ZIP analysis helped me identify remaining questions I had for stakeholders.
Stakeholder Interviews.
I interviewed a number of stakeholders to see who could collaborate with me. I also wanted to find out who could provide tangible rewards to students as they progress towards their goals.

What did i learn?
1) I found 4 stakeholders who'd be willing to provide free/discounted products to students for making progress towards goals.

2)I found stakeholders that would help me get the app running, provide funding or help me promote it.

3) I had advise on which behaviour change theories should be included.


Card sorting and task flows.
Through card sorting exercises of key app features, I was able to create task flows to help design the app.
Mid fi prototyping.
I developed a higher fidelity prototype based on the feedback gained from users and stakeholders.
I also testing potential emotional shifts using emotional scaling tools (Emotrak) and scenarios.


What did i learn?
1) Users experienced a slight positive emotional shift based on reframing of user input through the app.

2) Users wanted more personalisation.

3) They wanted to see progress towards goals but not complex charts or numbers.
Service blueprint.
Creating a new customer journey based on discovery, use and engagement of the product, I created this service blueprint. Identifying the front end, back end and support services needed helped to determined feasibility of the concept.
Social and regenerative business model canvases.
To understand the viability of my product, I want to look into cost structure and possible revenue streams. Based on stakeholder feedback, I used these two canvases to help clarify the business model.
Deliver Phase
Deliver Phase
Deliver Phase
Deliver Phase
Social value - Den Ouden
Before developing a hi-fi prototype, I used the Den Ouden framework to ensure that the outcome provided value in the 4 key areas.
Ensuring stakeholder value
Using multiple value proposition canvases, I was able to ensure the product met stakeholders needs, solved their pain points and allowed them to complete their jobs to do.
Final outcome.
The final prototype was created in Figma. A short video was made to highlight the value and functions of this service, and the unique gap it fills in a saturated market.
Heuristic analysis
The final prototype created was tested against the 10 heuristic principles, with error prevention and helping users recover from errors, being missed from the prototype.
Usability testing
Scenarios were created for each participant to test. Qualitative (user feedback) and quantitative scores were calculated (efficiency, effectiveness and user satisfaction).
Accessibility testing
Accessibility was also accessed using WCAG 2.2 guidelines, with a few errors highlighted.
Thinking ahead - how can I improve the service?
Based on the final assessments/testing, there were areas to improve for the next iteration.

There are many areas in which the service can be scaled out in future.

mirunaalini.alagarajah@gmail.com

mirunaalini.alagarajah@gmail.com

mirunaalini.alagarajah@gmail.com

mirunaalini.alagarajah@gmail.com