(How I designed a confidence boosting app around user needs.)
What is QUICK CONFIDENCE?
No one feels strong, brave and smart every single moment. This app helps girls shake it off and get back up there.
My idea began during a conversation with a pre-teen girl about confidence. It led to an inspiring thought.
How could I make a digital tool focused on boosting confidence in girls?
My goal was to create something:
- Fun and easy
- Engaging and relevant to the audience
- Customizable for each girl’s needs
- Playful (Think JibJab rather than mumbo jumbo.)
Researcher, UX Designer, Visual Designer
- New product strategy
- Design ideation & sketching
- Persona Development
- Prototyping & wireframing
- Visual design & branding
To find out the limitations of currently available products, I conducted a competitive analysis. A search on iTunes in July 2017 yielded over 80 results for iPhone “confidence” apps, of which, a large percentage were about hypnosis and meditation. None appeared to have a playful focus. I documented existing products that use design behaviors, interactions, patterns and styles that I liked.
User personas & goals
My intent was to make a tool for girl power. Before designing for this audience I had to understand what their particular needs were. What do they want? What tools do they use? How is confidence a problem for them? What will help them?
I created three provisional personas to explore these questions and use as a guidepost for making design decisions.
My first persona, Avery, a 12 year old, wants to be more confident in social situations.
User Scenario 1
What would help her? Tips and tricks to get through those awkward moments. I sketched a storyboard of that scenario.
My second persona, Kelsey, age 18, wants to feel comfortable in new situations.
User scenario 2
What would help her? A notification feature that randomly sent her compliments. I sketched a storyboard of that scenario.
My third persona, Meagan, age 30, wants to project confidence at work.
User scenario 3
What would help her? Fist pumping songs to make her feel strong and powerful.
Features & functions
I expanded on the details for my concept and the features that would support user needs.
Screen interface & interaction framework sketches
Based on the design problems that were identified and the user goals that I discovered through storyboarding, I sketched a series of screen interfaces to flesh out possible design solutions to meet those user goals. I sketched my ideas for an effective and appropriate design framework.
LOW FIDELITY WIREFRAMING
I created low fidelity wireframes to iterate through my design options and microinteractions.
High fidelity prototype
I added design elements to the digital wireframes using UXPin to create a high fidelity version to user test.
I saved the UXPin URL to the home screen of my iPhone. I handed testers my phone. (This allowed them to interact with the prototype directly.) I explained the project to the participants and asked them to try to accomplish three scenarios with the prototype. I wrote down user feedback and behaviors in my notebook as they attempted to complete their goals.
The app design evolved as I understood more about the problems users encountered and what fixes could be employed.
Find age appropriate testers
This was the first time I needed kids to test a product. I timed my usability testing with an out-of-town visit to relatives.
Use age appropriate language
One of the biggest insights I learned from testing was to make sure to match vocabulary with age appropriateness. When I used the term “Affirmation” It didn’t cross my mind that they wouldn’t know what I meant. I quickly learned from usability testing that kids didn’t understand the word. I changed it to “Motivational Quote.”
Have fun with it
Turning a serious problem into a cheeky solution was great fun. While the concept of the app was well-received, it would be worth exploring ways to minimize user action.