© 2018 Joann Feng

Momentum

MOBILE APP

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.

Challenge

An interactive prototype of a minimum lovable product

My Role

UX Research & iOS design

Constraints

6 Weeks

Problem Statement​

 

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.

 

Research

 

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

Solution

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.​​

Persona

Using my research I combined my findings to create one persona, Steven. This persona was used to guide my design decisions and priorities.

Competitor Research

 

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. 

PRODUCTIVE

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

 

MAKE.ME

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.

Design Goals

 

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.

 

 

User Flow

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.​​

 

 

Paper Prototype​​​
Wireframe

Loading Screen

Sign In / Sign Up 

Create Profile

UI Design

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

On-boarding

Done On-boarding

Dashboard

Swiped for Edit/Delete/Log Done

Edit Habit

Logging as Done

Logged as Done

Setting Screen

Dahboard

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.

 

 

User Test

 

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.