Design Focus: Empathize & Define
Objective
Create an app that allows users to introduce small pockets of delight in their busy day
Key Results Desired
Little time scrolling, quick UI engagement
Increased addition of new activities to favorite activities list
Few, or decreased, help chats
Steps Completed
Research & analysis
Construction of a persona
Mind-mapping app based solutions
Initial sketches
Research Methodology
Qualitative Research
Semi-structured interviews were conducted with 20 adults, ages 24-50 who were all employed, self-identified as "busy", and indicated they were comfortable with technology.
Interviews were recorded and transcribed. The data was then analyzed using thematic analysis with assistance from generative AI
Interviews were recorded and transcribed. The data was then analyzed using thematic analysis with assistance from generative AI
Sample Interview Questions:
How often do you feel bored?
What is it like for you to be bored?
What do you do when you’re bored?
When/where do you get bored most often?
What do you think would help you when you get bored?
What do you think other people do when they’re bored?
How do you spend your free time in general?
Quantitative Research
Surveys were conducted with a larger participant pool of about 100 adults with the same qualities. Generative AI assisted with the creation of survey questions. Survey data was collected and analyzed using Qualtrics.
Sample Survey Questions:
Leichert scale (0-strongly disagree 5-strongly agree)
Frequency questions (never, sometimes, often, etc.)
Rating questions
In general, I feel satisfied with my free time
I prefer indoor activities over outdoor ones
Frequency questions (never, sometimes, often, etc.)
How often do you feel like you don’t know what to do?
How often do you like to socialize?
Rating questions
If you gave yourself a grade (between 0 and 5 stars) for how well you tackle boredom, what would it be?
How would you rate the following features?
Key Research Insights
70% of participants reported being bored “sometimes”
Participants were bored approximately 3% of their waking time
Participants experienced boredom across a variety of settings
Boredom occurred during both work and leisure times
Participants often reached for their phone when bored
Persona Development
Research-based Scenarios for app use were developed from the data. Users would most likely reach for the app when they:
Want to quickly find something fun to do
Want activities that match my preferences
Want to find activities that don’t require purchases or specialized skills
Want to challenge myself to try new things
Want ideas for fun things that are work appropriate
Next, a grid of likely people, contexts, and needs was created. Random elements were chosen from each category
From here, Lamar appeared
Lamar's pain points, needs, and interests informed a mind map of potential features for this app...
...and paper sketching began.