A 5-days Mindfulness app re-design: a design sprint case study

DAY 1: UNDERSTAND
DAY 2: IDEATE
DAY 3: DECIDE
DAY 4: PROTOTYPE
DAY 5: TEST
FINAL CONSIDERATIONS

Day 1: Understand

This is how the original Mindfulness app presents itself:
Let's imagine this scenario: The Mindfulness app owners contacted me because they are seeing a sharp decline in the number of monthly downloads and in user retention rate. In addition they are getting bad reviews from users, who complain about the chaotic structure of the app and about its aesthetics (they say it’s ugly). Mindfulness is a form of meditation; this app has good content but it struggles to survive in a highly competitive category, basically because it sells itself badly.

So the goal of this design sprint would be to increase the number of Mindfulness app’s monthly downloads and its ability to retain users over time, by re-thinking its design.
Considering that this app helps people learning and practicing mindfulness, so it has a certain therapeutic value, I thought that the right thing to do was to interview a mindfulness expert. In this way I would have found some wise and thoughtful suggestions to pave my way towards the final goal. So I interviewed a psychoterapist who teaches mindfulness to his patients himself. This helped me identify some problems and some aims for this app, then I used the ‘How might we?’ method to ask myself how can I resolve those problems and achieve those aims in order to reach the final goal of this design sprint.

Day 2: Ideate

This day has been dedicated to brainstorming ideas and finding viable solutions to the ‘how might we’ questions. This helped me realize that some of the HMWs share common solutions, so can be divided into different categories.

In particular, the ‘more motivating’, ‘more immersive’, ‘more engaging’, and the ‘more personalized’ HMWs all share some common solutions, or at least have solutions in the same area. In fact I thought that it would be a good idea to add an actual prize to make the gamification more engaging, and a great choice would be, in my opinion, an e-book about some inherent topic, because it is cheap to produce, it has no shipping costs, and probably it adds more perceived value than real value.

Since the current gamification lets the user see a badly designed tree growing for each badge they obtain, I thought to bring this whole thing on a higher level; so my initial idea was to use a bonsai instead, because it is more related with meditation and so the message would have been “take care of your virtual bonsai by taking care of yourself through practicing mindfulness”. But it wasn’t enough, so since I already had the idea to make it a virtual reality app (for a more immersive meditative experience) or at least to add the VR functionality, I thought that it would be great to let users interact with their very own bonsais in VR or AR as a form of mindfulness practice that we can call ‘Mindful Gardening’.

In addition the bonsai would be an NFT (non fungible token) stored on a blockchain and it can die (technically the app burns the token when it happens) if the user doesn’t take care of it. Obviously users would have the possibility to take care of another bonsai NFT when this happens, choosing from several different species.

The ‘more personalized’ hmw also shares a solution with the ‘more empathetic’ one; here my idea was to make the app call users by their name and ask them “how do you feel today?”, then users can decide to answer with a brief questionnaire and based on the answers the app suggests a specific type of practice and/or gives some useful tips.

The ‘more relaxing’ HMW shares a solution with the ‘less chaotic’ one, that relates to the need to re-design the UI from zero, making it simple and eliminating superfluous elements with something very clear in mind: do not over-stress someone who is looking for stress relief. It also shares a solution with the ‘more appealing’ HMW, because in both cases it is a matter of designing relevant and impactful visuals, the current ones are poor as you can see from the images.

Day 3: Decide

I decided to add VR features, in particular users will be able to access different kinds of mindfulness practice, included the gamified ‘Mindful gardening’ one with the bonsai NFT.

It will not be a VR-only app though, because this would probably discourage some current users.

If users, through constant practice, make their virtual and unique bonsai bloom, they are rewarded with an e-book about meditation techniques. If the bonsai dies, they can start all over with another baby bonsai.

This bonsai feature is obviously not mandatory, users can always decide which kind of mindfulness practice do. The app will call users by their name, but it won’t ask them how they feel nor will it submit them to questionnaires; I don’t want to discard this idea but for the moment I think it’s best to put it aside, because the app is already going to change alot, current users would be too confused and app owners would have too many costs all together, considering that creating from zero VR experiences and NFTs to interact with in VR is not that cheap. The UI will be completely redesigned, some superfluous elements will be eliminated and the aim will be to make it look visually appealing, welcoming and inspiring; this app will be like an empathetic and wise master, a guide, a personal space where time stops to let people grow their consciousness, find balance, eliminate stress and learn how to be strong against the everyday pain.

Day 4: Prototype

I’m confident that I have built a solid foundation from which to continue, and that I have made the right decisions to achieve the given goal. What I mean is that you can’t completely re-design an entire app’s UI in one working day. Despite everything, I managed to produce a working prototype sufficiently thorough to give a vivid idea of what the app will be, and so to be compared with its previous version. Take it as a sketch, look at the potential it holds.
Navigate prototype

Day 5: Test

As I said, at this point in the design process, a prototype made in one day is only a starting point. But it can be an important starting point; my goal here was not a usability test, that would have been meaningless, what needed to be tested was the correctness of the insights and decisions made. The key question: is this the right direction?

The decisions I am referring to are basically the answers to the HMW questions (not the weird and obviously not definitive transitions made with Figma's Smart Animate, or the poor color contrast).



So, a couple of days before, I started looking for FB groups or online forums/communities about mindfulness in which to recruit participants for my research.

Incredibly, I convinced 18 people to participate.

I submitted a google form to them; the first task was to download the current app, then a series of questions about it followed. After that I showed them the new prototype, making the appropriate premises and explaining the new features, and another series of questions about it followed.

KEY RESEARCH FINDINGS:

89%

Would not download the current version, there are better ones.

72%

Would be willing to pay for a subscription considering the new features.

78%

Evaluates the new version competitive in the market and would seriously consider it as its own mindfulness app.

94%

Finds the VR bonsai NFT idea (mindful gardening) extremely engaging and original compared with the current function of the tree.

Final Considerations



1. Research shows that I took the right direction.

2. in 5 days I was able to lay a solid foundation for turning a free and ignored by the market app into a paid and potentially successful one.

3. Design sprints are great for accelerating a design process, and personally I find them positively challenging and a fun thing to do; but a single design sprint is rarely enough to solve a complex problem.

4. I could plan some other design sprints to obtain a final hi-fi prototype and test it.
© 2024 Luigi Andrea Cotini