Momentum is a habit tracking social network that boosts your willpower and helps you reach your goals with friends. The idea of Momentum came from my desire to solve a universal problem among many - why do we fail to achieve our goals? This project challenged me to discover the pain points a user faces when working towards their goals, and to design a research-driven solution for them.
An interactive prototype of a minimum lovable product
UX Research & iOS design
Setting goals are easy, but most of the time we fail to stick to their plans and achieve the goals. In fact, a University of Scranton research reveals that 92% of new year resolution fails. This is frustrating.
How Do People Work towards Their Goals? To discover the pain points and successful tips in goal setting, I conducted 3 in-depth, in-person interviews with my close friends and colleagues who had on-going goals in mind. The reason why I chose them to interview is that we have are close to each other, given this, they are more likely to be open about their real thoughts. When analyzing their inputs, I can also take into account my observation of their personality and behaviors.
User interview notes
Factors that help reach goals
Reasons of failing
Through interviews and affinity mapping, I learned the recipe to achieve goals is the combination of:
Routine: break down goals into bite-sized, habit-like actions.
Reward: positive reinforcement, feedback loop.
External support: group effect, support and competition.
Using my research I combined my findings to create one persona, Steven. This persona was used to guide my design decisions and priorities.
There are many existing products that have similar features, but they all lack at least one of the routine, reward and external support aspects. Additionally, the interviewees all have multiple goals at the same time.
Guides the user to set up multiple goals and track their progress easily.
However, Productive does not have in-app social features or external support functionality
Helps businesses and organizations design, promote, and execute mobile health challenges with comprehensive data for team communication.
However, MakeMe is for teams only and not for individual users.
NIKE RUN CLUB
Guided goal planning, tracking, challenges and group events that connect users to the runner community on social network.
However, Nike Run Club is for runners only.
From research, I have clarified the design goals as:
Create a habit tracking app that allows the user to track all their habits, see their progress, and connect to friends with similar goals to help boosts momentum.
Based on the persona and the research, I studied the process of how he behaves and think when he has goals to achieve.
There are 3 components under each habit that help the users to achieve goals with the principle of routine, reward, and external support: The first one is Log, which allows the user to log complete and track his progress, creates a feedback loop of positive reinforcement. The second is Social, which connects the user to their friends who are on the same goal, creates a sense of competition. The third one, Events, serves as an external support as it brings the user into the larger communities that are working towards the same goals.
Sign In / Sign Up
I chose to develop the UI with a dark theme to give a sense of power. Dark interface is also preferred for fast scanning of short info and stats.
Sign Up Success
Swiped for Edit/Delete/Log Done
Logging as Done
Logged as Done
Adding New Habit
New Habit Added to Dashboard
Habit: Log: Calendar
Habit: Log: Stats
Habit: Social: Friend's Stats
Habit: Social: Adding Friends
Habit: Events: Feed
Habit: Event: Feed: Event Info
Main Features Onboarding
Track habits at your fingertip.
Manage habits at your fingertip.
Swipe to delete, edit, or log complete. No complications.
Track and see Progress.
Track habit log on calendar.
Challenge yourself with more streaks.
See your completion rate.
Private goals, collective motivation.
Get motivated by seeing how your friends progress.
Join events relevant to your habits with friends and others.
I mocked up a high-fidelity interactive prototype on InVision and had 6 users to test it. They were assigned a number of specific tasks to test app functions as I observed how the user flows. Here are the key findings from the users' feedback and my observation:
Tendency to fast forward on-boarding
The on-boarding was first added as a result of the user feedback at the wireframing phase, as a way to solve the problem of accessibility of hidden contents. Interestingly, during the invision prototype use test, most users tapped through the on-boarding before they finished watching. They preferred going straight to fumble the app on their own.
Multiple channels for onboarding proven useful
Users who skipped on-boarding tend not to notice the swiping gesture as the way to edit/log/delete. Later on, they were able to find the info button and re-watch the on-boarding. So, having multiple channels to on-boarding was proven useful.
Needed secondary action buttons on event card
Users suggested adding "join" and "save" buttons also right on the event cards so they do not need to go back to the event list to take those actions.
What I learned
Keep on Testing and Improving
From the user tests at both the wireframing phase and the hi-fi InVision prototype phase, the main challenge I had been tackling was how to make hidden functions noticeable to the first-time users. While adding an on-boaring and making it accessible at the info page turned out useful, It is still worth exploring ways to improve the current onboarding flow, perhaps make it more interactive and engaging, so that users would be more likely to be on-boarded at the start.