The conversations that we had also helped establish a deeper understanding of student’s experiences with Health & Wellness at UofT.
Using the gather results of our research, we created a persona that represents the needs, desires, goals, and obstacles students encounter when seeking support for their health and wellness.
Our persona, Nell, spends long hours commuting to campus. Her being new to campus with an introverted personality, she wants to look for a peer support network to aid with her mental wellbeing.
In the collaborative process of converging ideas as a group, I ensured our proposed solution aligned with features directly addressed and solved the identified pain points and needs of the users. This ensured the final product not only met design objectives but also effectively catered to users' well-being concerns, empowering students to monitor and enhance their mental, physical, and social well-being through routine check-ins.
I led the team by sketching the check-in flow, proposing users receive mobile notifications directing them to mood check screens in the app. I also designed the activity flow, enabling users to book on-campus Health and Wellness activities and connect with peers through campus communities. Additionally, I visualized features for users to track trends in their Health & Wellness activities, fostering engagement by creating challenges within the app.
Using a mix of methods: 5-second test and think-a-loud to conduct lean evaluation for usability feedback and improvements. I recruited 4 participants (2 graduate students + 2 undergraduate student) attending the UofT. The participants were each shown a specific task flow and asked to complete a set of instructions.
From the feedback that I gathered from the lean evaluation, I made changes to our mid-fidelity prototypes. Below are a few example screens that had the most significant changes. Based on our evaluations, I refined our designs and created the mid-fidelity prototype. I was in charge of unifying everyone’s screen designs to ensure that all screens were cohesive with the same visual style and system.