Role

 UX designer

Duration

  2 weeks

Team

 1 UX Designer

1 UI Designer

Tools

  Figma

Task

User Research (Interviews, Affinity Diagram, Empathy Map, Personas, HMW questions, Hypothesis)

  mid-fi Wireframe

  Testing

  hi-fi Prototype

Size

  not applicable

What do we know from our users?

Omnia, which means 'ALL' in Latin, was chosen as our project name because we wanted it to embody the concept of wholeness and universality. This name reflects our understanding that even small actions can significantly influence our surroundings. Like a snowball effect, these actions expand and intensify as they progress. Our project is deeply aware of the interconnectedness of all things. This understanding underscores the importance of considering the implications of our daily actions, as they can ripple through our environment in ways we might not immediately perceive.


The project began with quantitative research, utilising the lean survey canvas methodology to structure our inquiry effectively. We asked ourselves several key questions: 


What are we aiming to learn?


What should the focus of this survey be?


Do we need a deeper understanding of our users?


One particularly challenging aspect for me has always been addressing the unknowns—what is it that we don't know we don't know?


This question continues to drive our exploration and curiosity about our users' needs and preferences.


Empathize


Positivity

Generally, positivity is increasingly emphasized in public discourse. While I'm not certain if this focus on positivity is a new trend, it is certainly prevalent in conversations today, even among those less familiar with the concept. Achieving positivity, as Aristotle suggested in his 'Essays on Happiness,' requires a balance.

"Mens sana in corpore sano"

With a clear understanding of what we needed to learn about our users—including age, gender (with a strong emphasis on inclusiveness), operating system, and their views on whether positive thinking contributes to a healthier lifestyle or the value of analyzing thought patterns—we launched our survey.


Within 48 hours, we received 67 responses via social media and specialized research forums. The quantitative data confirmed our hypothesis: there is a significant interest in an app designed to monitor and enhance users’ mindset.

Moscow Method

During our four user interviews, it became evident that participants envisioned a product that was engaging and playful, akin to a video game, which evoked nostalgia and a positive emotional state reminiscent of childhood comic book heroes. One memorable moment was when an interviewee described their favourite character, 'She-Ra,' a warrior princess known for aiding those in distress. The joy in their eyes while recounting She-Ra's adventures was palpable and highlighted users' emotional connection with such characters.

From User Requests to Creative Inspiration

This insight led us to realise that our design should draw inspiration from video games, incorporating charming illustrations to capture that sense of nostalgia and engagement.


Our primary target demographic is young adults aged 25 to 55 who are already familiar with using tracking applications. These users typically prefer not to spend a lot of time typing and wish to quickly interact with the app—entering their daily activities and swiftly receiving feedback on their progress. Our design will cater to this need for efficiency and simplicity, ensuring a user-friendly experience that aligns with their lifestyles and preferences.



Iteration


"Ivana seeks a delightful method to monitor her mindset patterns. By identifying these patterns, she believes she can actively work towards altering them, ultimately fostering personal growth and positive change."

Benefits

There is a significant interest in identifying unrecognised patterns in users' behaviours and emotional responses. Users seek functionalities highlighting these patterns, potentially offering revelations leading to personal growth.


A common theme among our target audience is the need for a tool to help manage and escape the clutter of their 'monkey mind'—a term used to describe a restless, unsettled, or confused mind. The app would ideally offer mechanisms to calm and focus the mind, perhaps through mindfulness exercises or daily mental health challenges.

User Expectations

  "I need an app that validates how I am feeling"


  "The app needs to give you an overview from the past"


  "I want to start seeing patterns that I am not aware of"


  "I like daily challenges"




Omnia concept

Our concept for Omnia centers around a comprehensive wellness app with a primary feature of a calendar. This calendar allows users to record daily insights, such as their emotional state, dietary habits, and overall satisfaction with the day. Importantly, users are encouraged to journal at the end of each entry, but this is optional, ensuring flexibility and user comfort.


Furthermore, Omnia enhances its tracking capabilities by integrating data from other health and wellness apps, provided users grant permission. This integration allows for a richer dataset, enabling users to enter or retrospectively update information not just for the current day but for any selected date via the calendar interface.


 



 


Drawing inspiration from video games, the app incorporates neutral and inclusive illustrations to ensure every user feels represented. Another key feature of Omnia is the 'Journey'—a unique, gamified experience where users create an avatar that embarks on a virtual quest to achieve personal goals, such as securing a new job. The avatar progresses each day based on consistent app usage and positive daily habits, reflecting the user's real-life actions and decisions.


This feature motivates continued engagement and helps users visualise their progress and identify long-term patterns in their behaviour that may impact their goals.



Prototype