BrainBoostr is a study project app I designed during my bootcamp. It helps individuals train their cognitive abilities to keep their minds sharp and reduce the risk of dementia in later life.
First of all, I started by defining a problem:
Based on this, a problem statement and a hypothesis were created:
And to understand how existing products approach the problem, I have conducted a competitive analysis
The next step was launching screener surveys to
Although I have received only 15 responses and we know this is not enough for surveys, they still helped to notice some common patterns in users' approach to the given problem.
View results →To understand users' pain points, interests, motivation and preferences deeper, I have conducted 6 in-person and online interviews with individuals within the targeted age range who had tried before and/or are interested in brain-training activities such as solving crossword puzzles, learning foreign languages, etc. The unexpected takeaway for me was that some participants shared sensitive information about their experiences or cognitive health, and that made me think more about users' privacy, therefore their names or any other PII have not been mentioned anywhere.
Collected data from the interviews has been organised in affinity and empathy maps (the larger version of the digital map can be viewed here):
Based on the insights from the user interviews, I have created two user personas to see potential users as real people and to keep the focus on their needs, goals and frustrations while designing the app later:
To visualise a journey and experiences a potential user might have while trying to reach their goal in the app, I have created user journeys:
Check Rachel's user journey here.
To understand potential users' interaction with the product and specific tasks they may complete, I mapped out three task and user flows on the example of the first persona:
The rest of the task and user flows can be viewed here.
I was very excited to enter the ideation phase and started it by building a sitemap to understand how to structure the sections of my web app, how its content is going to be organised and how users will navigate through it. To validate these ideas, I have conducted open card sorting (check the full report of the process here) and after combining its results with my mentor's feedback, the IA of the app has been shaped into this:
Then I started sketching paper wireframes for onboarding and three main features. The following one represents a flow for Playing a game for brain training:
After I was satisfied with how the main screens and flows looked, I transferred them into a digital mid-fidelity format using Figma and started preparing for the first usability study:
This stage was no less exciting than the previous one, due to fresh perspectives and insights gained from participants who were 6 individuals from my personal network and student community between 30-50 y.o. and who have engaged in a brain-training activity at least once (to ensure they are close to the target audience of BrainBoostr). Their basic demographic information can be checked here and for a detailed look at the Test Script, including a list of all tasks tested, feel free to explore the complete script.
All online and moderated in-person sessions went well, and since it was emphasised that we were testing not participants but a product, I have managed to gather quite a lot of valuable feedback (the detailed version of the usability test results is here):
Excerpts from the affinity map and rainbow spreadsheet
My general findings from this usability study were that
And as for the app iterations, I have grouped the issues by severity from high (preventing users from completing the main user flow or from using a core feature) to low and updated the prototype. Here are several examples of followed updates:
After ensuring that the app functionality and navigation have been clear to users and usability issues have been fixed, it was finally time to move to the most enjoyable and creative part - adding typography, colours and images and polishing the design.
To gain consistency, keep the assets, colours and fonts in one style and get ready for a potential hand-off, I have documented the app design system (full version is here):
Further iterations were influenced by design collaboration sessions (=feedback from fellow designers) and by checking accessibility guidelines:
Originally, I was going to make CTA buttons in the main brand colour, however, it did not pass the contrast checker test (screenshots 1-2). So the background colour also had to be adjusted (screenshots 3-4):
All in all, the objective of the project has been achieved (approaching the problem and coming to a solution from different angles), however, I would still try to:
I would like to improve the design of the homepage and namely the graphics representing daily goals, making them more engaging and trendy. Besides, it would be nice to work on the mockup game interface, its animations and effects to make it look more realistic. Maybe I will also add more screens to show micro-interactions or extra pages to show a more detailed experience (profile page, account page, tracking etc.).
Thank you for reading about the process of creating BrainBoostr!
Illustrations credits: Freepik
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