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Newday Care  
 

Mobile app redesign & gamification application
on Android and iOS devices

@Newday Care - Paris, France

FOTO PORTADA.png
The problem:
 
How might we improve the experience of workers that use the Newday Care app?

THE PROJECT

  • The product: Newday Care is an app that strengthens self-awareness and the corporate social transformation.

  • The target persona: workers using the Newday Care app.

  • The client needs:

    • The client thinks that there is too much information in the application and would like to make it more user friendly, in order to differentiate itself from its competitors.

    • The client wants users to be more engaged and thinks that applying gamification is a good solution.

  • The goals:

    • Validate the 2 hypotheses posed by the client.

    • Once validated, redesign the mobile app and apply gamification.

THE APPROACH

  • Research:​​​

    • Gamification Market research​

    • Business & Competitors analysis

    • Analysis Design

    • Interviews 

    • Usability test

    • Persona

    • Problem to solve (user & stakeholder)

  • Design & Testing

    • Design inspiration & test

    • Low/Mid/Hi-fi wireframe​ & Prototype​​​

    • Testing ( 1 concept, 3 usability & 1 desirability)

    • Final prototype

THE PROJECT SETUP

  • Project duration: 2 weeks, Nov 2022

  • Team: 1 UX/UI Designer

  • Tools: Figma, Miro, Trello

  • My role: UX/UI Designer responsible and executor of the project. Developing and putting into action the user research strategy. Responsible for the experience strategy of defining a core MVP and user interface redesign. Responsible and executor of gamification application.

  • Gamification & rules

  • The Conclusion & The Next s​teps

RESEARCH

STAKEHOLDER INTERVIEW

The Goal: stakeholder insights recollect and hypotheses establishment.

Principal stakeholder INSIGHTS:

  • Develop a quality mobile app.

  • Improve the user journey of the application.

  • Develop a solid interface design and user research app.

  • Add gamification to bring: performance, fun and to stand out from competitors, build loyalty and increase retention.

Some stakeholder QUOTES:

"Make the product as visual and playful as possible. I do not feel the app is in its final version"

"Everything is at the front of the scroll, too much scroll, there is no depth"

"Incorporate gamification so that people have the feeling of not being in a personal traditionally development app, heavy with communication"


THE OVERALL PRODUCT HYPOTHESIS:

1) The stakeholder thinks that there is too much information in the application and would like to make it more user friendly in order to differentiate itself from its competitors.

2) The stakeholder wants users to be more engaged and thinks that applying gamification is a good solution.

CSD MATRIX ( Certainties - Assumptions - Doubts )

The Goal: define where it will focus the efforts and get answers to the doubts.

Based on the stakeholder and my own certainties, assumptions and doubts, I started a brainstorming using the CSD matrix ( Certainties - Assumptions -Doubts ).

CSD BEFORE NEWDAY CARE.png
( CSD matrix before research )

GAMIFICATION MARKET DESK RESEARCH

The Goal: confirm to add gamification to the application as a positive option.

  • Gamification usage is increasing across important companies.

  • 72% of employees say that gamification inspires them to work harder.

  • Elements of gaming at work make 87% of employees feel more socially connected.

  • 78% of employees think that companies would be more desirable if their hiring process was gamified.​

mordor intelligence.png

The most common gamification elements are:

  • (71%) badges

  • (59%) performance ratings

  • (56%) reward

  • (51%) leaderboards

BUSINESS & COMPETITORS ANALYSIS

competiros analysis.png
( Business & Competitors Analysis )
  1. Only Newday Care proposes Articles, Tests, Podcasts and Quotes in the same app. 

  2. There is no gamification implementation on the competitors.

Conclusion: Newday Care has a very high offer content and the idea to incorporate gamification is going to really differentiate itself from its competitors.

INTERFACES AUDIT (Heuristic Evaluation)

  1. Match between system and the real world.

MAINS PROBLEMS AT THE CUSTOMER JOURNEY

2. Consistency and standards.

USER INTERVIEWS & AFFINITY DIAGRAM 

The Goal: reinforce all the previous funds and know what user's think about the interface.

5 Newday Care users interviewed

Principal users INSIGHTS:

  • Lack of personalisation approach through the app.

  • The lack of humanise.

  • App is not visually attractive about color and pictures used.App is not easy to use.

  • App is not easy to use.

  • Missing fun.

Users QUOTES:

“I feel like I have a Swiss Army knife of use"

“Test and questionnaire, they are detailed, intelligent, attractive, it's an intelligent "Marie Claire" test".

 

“Everything is very good, very complete, very rich, but it is not super fun”.

 

About the pictures: “the content is of quality but not the pictures”. "The design is not at the height of the content".

USABILITY TEST: CURRENT NEWDAY CARE APP

The Goal: to go deeper about the design, I decided to maKe a usability test to 3 external people to confirm that I found it in the interviews.

3 external people tested

Principal INSIGHTS:

  • ​App no visually attractive.

  • Hard to understand the user journey.

  • Feel lost with the too extensive scroll, making them lose information.

captura de pantalla viejo newday.png
( Newday Care app )

EMPATHY MAP CANVAS

The Goal: to make sure I empathised with the user.

Empathy map.png
( Empathy Map Canvas )

CSD MATRIX ( Certainties - Assumptions - Doubts )

CSD BEFORE NEWDAY CARE.png
( CSD matrix before research )
CSD AFTER NEWDAY CARE.png
( CSD matrix after research )

USER PERSONA

This is Claire is a 35 year old, director of a cultural institution, who lives in Paris. She wants to have a mental balance at work.

persona newdaycare.png
( User Persona )

PROBLEM TO SOLVE

USER

Parisians workers that are concerned about personal development, need to have a personal and human approach because they do not feel accompanied, motivated and self-confid.

STAKEHOLDER

We have observed that the product is not meeting the user goals in term of

  • Personnalisation.

  • Humanization.

  • Visual design.

  • Usability.

  • Fun.

which is causing less adoption to the business.

DESIGN & TESTING

DESIGN STRATEGY

2 main goals

1. ​Redesign the app to solve:

  • Lack of personalisation app.

  • Lack of humanized app.

  • Lack of a visually appealing app.

  • Lack of journey understanding app.

2. Add gamification to solve:

  • Lack of user fun using the app

  • To stand out from competitors

  • To increase user retention

COMPETITORS ANALYSIS DESIGN

Redesign

The Goal: get ideas and focus on redesigning, always maintaining the original color of the brand.

APP ANALISED
  • Petit Bambue

  • Meditopia

  • Fabulous

  • Neo: Voyage Intérieur

  • Being

  • Jardin Mental

  • Foundations

  • MyPossible Self

  • MinDay

  • Youper

  • Mooditude

GAMIFICATION DESIGN & VISUAL INSPIRATION

Gamification

To implement gamification into the app, I really wanted to find a concept that is connected to the brand. I get inspired from the value of the brand, based on 3 poles:

  • Knowing yourself

  • Knowing how to communicate with others

  • Knowing how to project oneself into the future

For the gamification design, I took the story behind the logo to create a connection. 

 

My goal was to create something that made sense with the values ​​and history behind the brand.

THE BEFORE & THE AFTER

NEWDAY CARE BEFORE REDESIGN & GAMIFICATION APPLICATION

LANDING PAGE BEFORE.png
old newdaycare homepage.png
old newdaycare test.png
old newday care mediatheque.png
captura de pantalla viejo newday.png

NEWDAY CARE AFTER REDESIGN & GAMIFICATION

FINAL PROTOTYPE

( device: 375 x 812 px )

LOW-FI WIREFRAME & CONCEPT TESTING

CONCEPT TESTING ( 3 people )

  • Intro: add skipper option.

  • Incorporate an intro of how to use the app.

  • Complex concept in a good way.

  • Interesting concept.

  • Complete app.

  • Clear, clean and organized flow.

  • Report the time each activity takes.

  • Display option of chosen path in the gamification number 4.

MID-FI WIREFRAME/PROTOTYPE & 1st USABILITY TEST

USABILITY TEST ( 3 people )

SOMES ITERATIONS APPLIED

  • Scroll to record age too long, make it shorter.

  • Homepage: Add "today" to the phrase : Voici notre proposition pour toi, to understand that if for this day.

  • Homepage: pen icon misunderstanding, change to another.

  • Homepage: "Comment te sens-tu aujourd'hui?doesn't feel like it's a button, give it the shape.

  • Setup: add photo, name and email.

  • Redesign the setting section.

DESIGN INSPIRATION

Redesign & Gamification

GAMIFICATION RULES

HI-FI PROTOTYPE & 2nd USABILITY TEST

USABILITY TEST ( 3 people )

SOMES ITERATIONS APPLIED

  • Change the background color of certain pages. ​​

  • Create a scroll to show the team behind Newday Care.

  • Change the type of photo for the categories.

  • Give color to the gamification home page.

  • Make application buttons consistent.

HI-FI PROTOTYPE & 3rd USABILITY TEST

  • Reduce registration steps.

  • Incorporate a new registration system.

  • Incorporate the option to interact with the application before registering.

  • Further develop the "how are you feeling today" page by incorporating icons and giving it color.

  • Shade the menu bar so that it differs from the rest of the elements on the page.

  • Give coherence to the backgrounds of the pages.

USABILITY TEST ( 3 people )

SOMES ITERATIONS APPLIED

HI-FI WIREFRAME DESIRABILITY TEST

DESIRABILITY TEST
4 PEOPLE TESTED

  • Exciting, Appealing.

  • Clear, Simple, clean

  • Fun, Friendly, Enjoyable.

  • Near to people.

  • Understanding.

  • Beautiful.

  • Legible.

  • ​Informative.Well informed  about steps.

  • ​Lucide.

  • Near.

THE CONCLUSION

  • Broadly speaking, we conclude that the redesign of the application, softening the colors, changing the photographs, decreasing the size of the scrolls, giving the application depth and creating subcategories, together with the redesign of the user journey and incorporating a game element, is liked and this It should increase subscriptions and loyalty and decrease unsubscriptions.

 

  • The primary color of the brand (purple) has been maintained, but it has been balanced throughout the application to give a sensation of lightness and not be excessively predominant.

 

  • We have managed to incorporate other types of images less "cliché" for the different categories and without a purple filter to break with the constant purple color.

 

  • We have managed to reduce the scroll to give the application more depth by changing the structure and improving the loss of information that this generated for the user.

 

  • We have modified the menu bar categories to incorporate consistency in the user journey and ease of navigation.

 

  • We have established a new general user journey in all sections, being clearer, coherent and intuitive, grouping the content by theme and then by material.

 

  • We have incorporated the concept of gamification to give a touch of fun and create added value for the user and differentiate themselves from the competition, always maintaining the values ​​and design of the brand.

NEXT STEPS

  • Develop a graph that records and reflects the evolution of the user throughout his learning, so that he can have a follow-up.

 

  • Develop the section "appointments with a specialist".

 

  • After a few months, carry out another study in order to find out what users think of gamification, if it helps them and if it motivates them when using the application.

 

  • Once the changes are made in the application, the subscriptions and abandonment rate should be analyzed.

  • LinkedIn
MVP

NOELIA DA COSTA - PRODUCT DESIGNER
 

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