2. CHALLENGE INTRODUCTION
“Design an app that will help consumers make better
choices when it comes to protein consumption. The
app will engage, assist, educate and influence
consumers to increase their use of plant-based
protein.”
3. TARGET AUDIENCE
When looking into where our product would be most successful, we
discovered that the best age range for our target audience would be
between the ages of 16-28 years old focusing on users that value health
and fitness. This age range is broad however it encompasses the variety of
users that would be interested in a health product and it would allow us to
cater to a wider audience.
4. STAGE 1 - EMPATHISE
Our first look into the
needs and
requirements of our
target audience was
conducted through
primary research in
the form of a
questionnaire. We
chose to look at three
different ages to gain
a wider understanding
of our target audience.
We therefore chose
the ages 17, 20 and
24.
We wanted to use this
questionnaire to
derive the key points
and the user needs to
translate into our app.
We therefore focused
on asking open ended
questions and allowing
a conversation to form
rather than binary yes
or no answers.
5. STAGE 2 - DEFINE
Once completed, we took all of our
feedback and created two trello boards. The
first was a collection of all the points made
under each category for each of the
participants. Looking at these we were then
able to formulate a more refined trello
board with the key points that were
mentioned and repeated throughout. This
allowed for us to understand what our
audience is interested in and how we can
tailor our design and interface to this.
Taking these ideas forward, we were able to
then generate ideas as to what our product
would be.
6. STAGE 3 - IDEATE
For the ideate stage, we began with creating mood boards and mind maps. We used these
methods of idea generation specifically as they allow us to have complete freedom and
expand upon any ideas.
7. OUR APP
After completing the first 3
stages we came to the
conclusion as to what we
were creating:
Protein Pal is a companion
app to be used in
encouraging users to
better their health and
consume more plant
protein. We aim to
succeed in this with three
main sections: Learn, My
Progress and Discounts.
Learn - We want to encourage users to eat more plant protein
however there is a need for understanding as to why they should
be doing this. Learn focused on the educational side of the app
and teaches users of the value and importance of consuming
plant proteins over regular animal protein.
My Progress - My progress will focus on the users lifestyle and will
allow for the upload and tracking of user data such as meals eaten
as well as calorie tracking and breakdowns. This section of the app
will also offer recipes for healthier, plant based protein alternatives
to regular meals.
Discounts - The final section of the app will offer users discounts
for food. This will be aiming to encourage users to eat healthier
even if they may have a restricted budget and will make plant
proteins more accessible. This also includes a rewards section
which encourages users to buy more plant proteins and healthy
food in return for gift cards and money off shopping.
8. LOGO DESIGN
For the logo design a few
rough sketches were drew
out on paper a few of these
designs consisted of the likes
of protein tubs, app initials,
and a flexing muscle.
However since the app
incorporates plant based
proteins and leaves/nature
tend to represent
youthfulness a couple
sketches incorporating this
idea were done with a
simple leaf design being
chose as the logo going
forward.
9. FINAL LOGO
After Selecting the
design from the
sketches done on
paper the logo was
then created in
photoshop using the
pen and custom
shape tool, A
gradient matching
the colour scheme of
the app was then
added.
10. HOME SCREEN DESIGN
This is the final design for the
Home screen for Protein Pal. The
home screen has been designed
to be simple yet informative so
that users can easily see when
they last had a meal and when
their due to have their next one.
Also from this page users can
access the My Account, Support
and the Settings areas of the
app.
12. UNI STATEMENT
As a… I need to… So that… Insight
Student
living at
home
during the
pandemic
Stay disciplined
when it comes
to choosing my
snacks
Can achieve
the physical
shape I
want
Because of lockdown,
the temptation of
snacks can home
potentially lead to
unhealthy dietary
choices
I chose to use this UNI statement to take forward because I believe it
highlighted a key issue for people living at home during the pandemic.
Living at home can result in people making unhealthy dietary choices
when choosing to eat snacks. Finding a way to provide people with a
platform that teaches and encourages them to change their diets and opt
for healthier plant proteins can result in health benefits.
13. HOW MIGHT WE QUESTIONS
How might we encourage users make healthier choices when it
comes to everyday life eating?
How might we help people stay motivated and active during the
pandemic?
How might we help people stay on track with their meals and
personal requirements?
These ‘How Might We’ questions helped during the ideate stage for my
section of the app as they allowed me to produce ideas for my app that
would motivate people and also help them make better choices when it
comes to eating at home during the pandemic. In addition, I was able to
establish ideas of how we can design for behavior change to keep people
motivated if they were to somehow change their attitude towards our
app.
14. CREATING IDEAS FROM HMW’S
I used mind maps as a way of ideating around each ’How Might We’ question
so that we were designing for behaviour change as well as meeting the users
needs. To encourage users to make healthier choices during lockdown we
decided to use of an education based part of the app which would be
beneficial to users new to the plant protein subject. To help people stay
motivated, we came up with the use of notifications and how they can be
used to motivate the user to stay active and eat healthier. Finally, to help
people stay on track with their meals we included a calorie tracker feature,
which allows people to stay updated on their own diet through the app.
15. ‘LEARN'
For my part of the app, I have chosen to create a page within the app
with a focus on learning about plant proteins. Course style modules
can be completed which will teach users about plat proteins and why
they are a healthier alternative. By completing courses, you can
unlock rewards which can be used in the discount part of the app
In addition, this page will also feature a snack alternative generator
which will suggest to users' healthier snacks. This works by entering
the snack of your choice and an alternative plat protein snack is
presented.
I believe what I am planning to create is highly relatable to my UNI
statement. By educating users and also suggesting alternative snacks
that include plant proteins I feel my user need is being met.
17. PAPER WIREFRAMES
The wireframes show the Implementation of the learning
course idea. In addition, The use of a progress wheel was
highlighted in our mind maps as something that would
visually benefit the user as they can track their course
progress easily.
What Worked Well?
1. Course interface seems easy to navigate with ‘back and ‘next buttons
in appropriate positions.
2. Navigation bar identifies what page you are on and is easily useable
3. Progress wheel a good way of visualising information
What could be improved/Changed?
1. Rewards page is more suited to ‘discount’ part of the app
2. Design of course selection page could fill the page more,
could be designed better
3. A quiz question could be included to recite users ability to
learn on the courses.
18. USER TESTING
Whilst people were testing my prototypes,
I asked questions based on my design as
well as how to perform a certain function.
Questions
Q1 – What would be the best visual design
for a progress tracker?
A. The Circle clock design I think works
best to show progress within the courses
Q2 - Could you try and start a course
within the app?
A. It was relatively easy to pick a course
and start, with clear indication of what
courses I have completed and which I need
to do.
Prototype designs Final design
Psper prototyping
19. DIGITAL WIREFRAMES
After conversing with the group and gaining feedback
on my initial paper prototypes. I developed
wireframes that would give me an idea of the overall
design of my section of the app. In replacement of
rewards, we decided to feature ‘snack alternatives’
which allows users to input a snack they would
normally eat, and then suggest a healthier plant
protein option.
What Worked Well?
1. Learn page provides a good hub to access different
features of this section of the app
2. Snack alternative design works well and easily provides
digestible content for the user to follow.
3. Slider on the home page provides a dynamic way of
presenting plat protein products.
What could be improved/Changed?
1. Slider on the snack alternative page could be seen as
unnecessary and could rather include nutritional
information about selected foods
2. Course interface could highlighted which course have
and haven’t been completed.
20. DESIGNING FOR BEHAVIOR CHANGE
The Fogg Behaviour Model shows that three elements
must converge at the same moment for a behaviour to
occur: Motivation, Ability, and a Prompt. When a behaviour
does not occur, at least one of those three elements is
missing.
According to Fogg’s behavioral model, persuasive
technology uses seven strategies to influence behaviour.
One of these strategies is ‘Tailoring’. Tailoring information
to the user is more effective when trying to motivate the
user as the information being provided is relevant. An
example of this are notifications that motivate the user to
stay active and eat healthy. These notifications are sent
when the user of the app hasn’t visited in over 3 days.
This feature ultimately is designed to accommodate
behaviour change within the user.
Another strategy we utilised was ‘unlock features. As you
complete courses within the app, you can unlock rewards
for the shop which is an example as to how we have
designed to maintain behaviour change.
22. HOW USER NEEDS HAVE BEEN MET
I believe that with my section of the app ‘learn’, I have met the
needs of my chosen UNI statement. This is shown with features of
my page such as Snack alternative generator, which allows the
user to discover plant protein snack alternatives in order to eat
healthier during national lockdown. In addition to this, the courses
included on the ‘learn’ page educate the user about plant proteins.
They also provide an incentive to complete as the user can unlock
rewards once completed in the discount section of our app. For
these reasons, I believe I have met my user needs by designing a
page within the app devoted around the idea of education to help
people make more plat protein choices in the future.