Whole Life Challenge
Business Goals
I began my UX analysis by first identifying Whole Life Challenge’s business goal: Increase number of (new and returning) game users. Their business model is based on charging users a $49 enrollment fee per game. Games are 8 weeks long and are held 3 times a year.
User Goals
Next, I identified the user goals. At a high level, users want to develop healthy habits. More specifically, users want to (1.) record tasks they have completed and (2.) see their progress and extract meaningful insights.
For the purpose of this redesign, I chose to focus on these two primary scenarios.
User Scenario #1: Record tasks
To get into the mindset of users, I outline hypothetical scenarios users may experience.
Between school, work, and family commitments, Beth (a hypothetical user) has little time for self-care, but a recent visit to the doctor revealed she needs to prioritize her health. Beth joins Whole Life Challenge to remind her to complete healthy tasks everyday. First thing in the morning, she records her sleep goal from the night before. Throughout the day, Beth takes small breaks to stretch and drink water. By the end of the day, she completes all of her tasks and feels accomplished.
Issues
Beth’s story demonstrates how she records her completed tasks throughout the day. I've identified two issues with existing app that interfere with that goal.
- When users record tasks, it's unclear whether the info saved
- Users may only post their score from 7pm to midnight the same day or from 7pm to midnight the next day
See additional UI issues annotated on the screens below:
Recommendations
- As tasks are recorded, the app should save automatically. This will mitigate any anxiety about losing info. (This is similar to any to-do app where there isn’t an explicit "Save" button).
- Allow users to record their tasks anytime throughout the day. Perhaps those with 9am-5pm jobs usually wind down from a full day around 7pm to midnight, but this timeframe doesn't accommodate a variety of schedules (like those who work night shifts). Additionally, allowing users to record their tasks as soon as they achieve them will result in more accurate info (as opposed to having to remember all tasks at the end of the day).
- If users forget to record their tasks for a day, simply let them add it. Punishing users with a score of 0 points sets a negative tone. Plus, features like "Mulligans" (which lets users record tasks for up to 3 missed days) creates unnecessary complexity. This game is to help track healthy habits; the focus is not to score users on punctuality.
User Scenario #2: Extract meaningful insights
Alan (another hypothetical user) is generally healthy, but his nutrition score could use some improvement. It usually drops during the work week when he eats the most convenient option for lunch. He considers bringing his lunch to work and wonders if his teammates could share tips or lunch ideas. Alan looks to see who has the highest nutrition score.
Issues
The lifestyle app should return data that is intelligible and actionable, however, the existing screens are confusing and obscure the big takeaways.
- Data presented in a grid lacks hierarchy
- Total scores fail to capture the right level of granularity
See additional UI issues annotated on the screens below:
Recommendations
- Segment data by each facet (i.e. Nutrition) to identify problem areas; dive deeper to see each facet over time to identify patterns
- Offer a quick comparison between teammates
- Recognize top performers in each facet (i.e. Leading in Nutrition)
Ideation
After analyzing the pain points and generating recommendations that better align with user goals, I began several iterations increasing in fidelity. I finally arrived to these screens, which exist in this Framer prototype.