top of page
Emote cover Camera.png

PRODUCT STRATEGY & EXPERIENCE DESIGN FOR MENTAL HEALTH PRODUCT

CLIENT: E-MOTION

OVERVIEW

MENTAL HEALTH START-UP NEEDS A MINIMUM VALUE PRODUCT DESIGNED BEFORE THEIR PRODUCT LAUNCH TO USER TEST IN HOUSE

E-motion is a mental health start-up aimed to help its users track the mental and emotional health of their cherished relationships; while doing the same for themselves.

 

E-motion has been struggling to develop a viable product to start its venture. The start-up has an idea to create a product that would relieve the emotional effects of common mental health issues.

 

They would like to create a product that would track the users' emotional health and increase support from within or outside the user’s network; in real-time, regardless of their social space.

THE PRODUCT AIMS TO REDUCE THE EMOTIONAL EFFECTS OF COMMON MENTAL HEALTH ISSUES BY ENCOURAGING AWARENESS AND SUPPORT FROM THE USERS AND THEIR CIRCLES OF INFLUENCE.

This problem became relevant for E-motion when they noticed the increase in the mental illness mortality rate over the past 20 years.

THE PURPOSE

Problem Statement

How might we provide accessible stress relief methods that reduce stress and create emotional awareness in real time, regardless of the social space?

The Requirements

  • Reduce the emotional effects of stress, depression, and anxiety.

  • Track emotional health to encourage mental health growth.

  • Respectfully, increase awareness of the user's emotional health within their circles of influence.

  • Find an acceptable method to provide emotional support in any social space.

  • Create a method to spread awareness of the users need for support in real-time

1*w0BS9onikyVJoT_kHe7SIw.png
THE PROCESS

THIS WAS A TWO PART PROJECT THAT INCORPORATED TWO METHODS OF DESIGN TO CREATE A SELF-SUSTAINING SOLUTION

This process involved user research, product research, quantitative research, product strategy, concept development, information architecture, visual design, and prototyping to create the products for this solution.

Wholistic Solution

This 16-week process resulted in the physical and digital product that formed the solution that would serve E-motion and its users.

emote.438 copy.png

THE PHYSICAL SOLUTION

THE FIRST PHASE OF THE DESIGN PROCESS WAS THE PHYSICAL SOLUTION WHICH INCORPORATES PHYSICAL STRESS RELIEF METHODS INTO THE DESIGN

Anchor 13
DESIGN PROCESS

PHYSICAL SOLUTION - PHASE 1: EMPATHIZE 

THE DESIGN THINKING METHOD WAS USED FOR THE PHYSICAL SOLUTION TO ENSURE ITS ADOPTION BY THE USER AND THE CLIENT
 

This process was chosen because it highlights and solves for the immediate issues of the design.

Web 1920 – 2.png
Anchor 2
QUANTITATIVE RESEARCH 

PHYSICAL SOLUTION - PHASE 1: EMPATHIZE 

QUANTITATIVE RESEARCH BEGAN THE DESIGN PROCESS BY LEARNING THE INFLUENCERS AND REMEDIES FOR STRESS, AND HOW THE HEART RATE IS INVOLVED IN THE PROCESS.
 

To accurately learn about the problem, questions were written down that could lead to insights into a solution

Questions

  • What causes the most stress?

  • What stress relief methods are most effective?

  • Can the heart rate effect someones emotional state?

  • What methods can bring awareness to mental health?

Key Findings

High Heart Rate Variability Can Improve Mental Health​

HRV measurements can help create awareness of how you live and think. HRV is a great tool to motivate behavioral change by using HRV levels to monitor susceptibility to stress as well as improve resistance to it.

pasted image 0.png

Too Many Responsibilities Is the Leading Cause of Stress

Learning that too many responsibilities, financial issues, and work-related issues are a leading cause of stress and anxiety narrowed down which social spaces to target the product towards

leading_causes_of_stress.png

Natural Stress Relief Methods Are Most Effective

Natural stress relief methods are more commonly practiced due to low risk and low barrier of entry. With only a few modern methods widely practiced. The most widely used stress relief method is physical exercise

1d5467c229c59e7d04930c20b559a30f.canva-p
1d5467c229c59e7d04930c20b559a30f.canva-p
Anchor 4
PRODUCT RESEARCH 

PHYSICAL SOLUTION - PHASE 2: DEFINE

QUANTITATIVE RESEARCH WAS FOLLOWED BY PRODUCT RESEARCH TO IDENTIFY AREAS OF OPPORTUNITY TO MAKE THE PRODUCT UNIQUE IN THE MARKET

Product research validated the idea of creating a product that could combine stress relief methods into one product. As well as identified which methods to use

Top 9 Applicable Stress Relievers
 

The stress relief methods listed below were found to be the most applicable stress relievers for an inclusive solution. After reviewing the stress relief products, essential oil diffusers were found to be the best product to support the other stress relief methods

Diffuser

1​

headspace-app.png

2

tmp_4tUt1m_8df30cc2026ccddf_GettyImages-

3

Balanced-Diet.jpg

4

240_F_405526816_1KxBN4oRRYJHFtSYDfNuDACM

5

10369618-4x3-xlarge.jpg

6

group-friends-hanging-out_53876-45630.jp

7

efa7aa8e9b28c8bd884b0096c80bd14c.jpeg

8

corbis_rf_photo_of_acupuncture_needles_i

9

2

1​

3

4

5

6

7

8

9

Essential Oil Diffusers

Meditation

Yoga / Exercise

Healthy Diet & Eating Habits

Keeping a Journal

Spending Time in Nature

Socializing with Friends & Family

Cognitive Behavior Therapy

Acupuncture

Anchor 5
DESIGNER RESEARCH

PHYSICAL SOLUTION - PHASE 2: DEFINE

THE PRODUCT RESEARCH WAS FOLLOWED BY DESIGNER RESEARCH TO IDENTIFY THE DESIGN LANGUAGE FOR THE PRODUCT & ACCURATELY REPRESENT THE DESIGNER
 

Designer Research provided E-motion with a reputable design language to incorporate into their brand

Phillipe Starck Was The Designer Chosen To Emulate

Unknown.jpg

Phillipe Stark's design language was used to give the product a recognizable but simplest design. After deciding to imitate Philipe Starck’s design language, further research led to discovering the three major components of his design language

Key Findings Of Phillipe's Design Language

Web 1920 – 4.png

Flat base

The most commonly seen component in Starck’s designs are a flat base for the body

Plastic-hourglass-stool-Philippe-Starck-
Picture1n.png
1990hot_bertaa.jpeg
Web 1920 – 4.png

Tapered body

The second most common element of Starck’s designs are tapering legs and / or bodies

231061542.jpeg
f26e5cdd-8491-4571-87d7-16c9fa067b5d_1.e
097616b20808ba2e1cf36ad02b96fbb0.jpg
Web 1920 – 4.png

Curvature

The third common theme in Phillipe's designs are forms with curved / rounded bodies.

unnamed.jpg
2a1f9352903529d16dbcb6f97c657c60.jpg
kartell-eros-chair-glossy-opaque-red-swi
Anchor 6
IDEATION & AFFINITIZATION

PHYSICAL SOLUTION - PHASE 3: IDEATE

THE PRODUCT RESEARCH WAS FOLLOWED BY DESIGNER RESEARCH TO IDENTIFY THE DESIGNERS LANGUAGE FOR THE PRODUCT & ACCURATELY REPRESENT THE DESIGNER
 

Designer Research provided E-motion with a reputable design language to incorporate into their brand

Initial Ideation Process
 

The ideation process began with focusing on one component of the design language at a time

Web 1920 – 4.png

Flat Base

Web 1920 – 5.png

1

3

2

Web 1920 – 4.png

Tapered Body

Web 1920 – 6.png

2

3

1

Web 1920 – 4.png

Curvature

Web 1920 – 7.png

1

3

2

1

Results of the second round of ideation after affinitization
 

The second round of ideation focused on combining all components of the design language by using ideas from each portion of the initial round of ideation

Web 1920 – 8.png

1

2

3

Anchor 7
IDEATION REFINEMENT

PHYSICAL SOLUTION - PHASE 3: IDEATE

AFTER CHOOSING THE BEST DESIGN, THE IDEA WAS REFINED WITH A THIRD ROUND OF IDEATION WHICH CREATED THE FINAL DESIGN
 

The first design was chosen because the form and function was suited towards encompassing multiple stress relief methods.

Ideation Refinment Process

Finalize Ideation To Define the Form, Function, and Idea

The third round of ideation led to designing how the product would diffuse essential oil and use a OLED screen to provide the other stress relief methods.

Web 1920 – 9.png

Choose Materials and Colors From Designer Research

The inspiration for the materials and colors was chosen from products by the designer that represented the design language and incorporated likely materials
for the idea,

a12fe452db4f997a8dd04e5230c95131.jpg
Picture5.png
Mi-Mix-2-Black-Ceramic-Starck.jpg

Rendered Sketch With Form, Function, Color & Material

The digital rendering of the final provided a quick visual of the end product to determine it’s visual appeal.

Web 1920 – 10.png
Web 1920 – 10.png
Web 1920 – 10.png
Anchor 8
DIGITAL PROTOTYPE

PHYSICAL SOLUTION - PHASE 4: PROTOTYPE

WITH THE FINAL DESIGN CHOSEN, A 3D MODEL WAS CREATED TO ASSIST IN BUILDING THE PHYSICAL PROTOTYPE
 

The 3D CAD model helped to understanding what materials would be needed to create the prototype. As well as the dimensions and function of the internal and external components

Digital Prototype Components

Web 1920 – 11.png

1​

2

3

4

5

6

7

8

Camera & Mic

OLED Screen

Water Holder

Vent

Speakers

Fan

Clasp

Release Button

Anchor 9
PHYSICAL PROTOTYPE

PHYSICAL SOLUTION - PHASE 4: PROTOTYPE

WITH THE DIGITAL PROTOTYPE FINISHED, THE PHYSICAL PROTOTYPE WAS MADE TO SCALE TO BRING THE PRODUCT TO LIFE AND ASSESS THE DESIGN.

Since the form was unique the prototype needed to be made from scratch. The prototype was built from repurposed and purchased materials because 3D prinitng wasn't in the budget for the client.

Physical Prototype Construction

Construction Process

The prototype was created by sculpting renfoam and styrofoam. It was then covered in a sand-able plaster to get a smooth finish. Which allowed it to be painted. Being restricted from preferred materials, the prototype was made as one part. Although the design required it to be made of two.

20180528_171432.jpg
20180528_180952.jpg
Anchor 10
USER TEST

PHYSICAL SOLUTION - PHASE 4: PROTOTYPE

WITH THE PROTOTYPE CONSTRUCTED, IT WAS TIME TO PAINT IT AND ASSESS IT IN THE ENVIRONMENT IT WOULD BE USED IN.
 

The physical prototype was tested in a workspace. This was done to determine the usability of the product in other social spaces as well.

 Prototype User Test Results

Prototype Assesment

As a result, the prototype did look like the final design. However, it didn’t represent its function. The prototype and design did get positive feedback because it showed the potential to work well in an office environment or private spaces, seeing as that is when the users needed stress relief the most.

IMG_0100.HEIC
IMG_0242.HEIC
IMG_0238.HEIC
IMG_0239.HEIC
Anchor 11
RESULTS

PHYSICAL SOLUTION - PHASE 5: TEST

WITH THE PROTOTYPE COMPLETE, THE PHYSICAL SOLUTION CREATED MULTIPLE METHODS FOR E-MOTION’S USERS TO REDUCE STRESS AND CREATE EMOTIONAL AWARENESS.

The physical solution reduces stress by incorporating technology to provide multiple physical stress relief methods in the product. The physical solution also uses technology to allow the product to create emotional awareness within the space.

Problems Solved

emote.317.jpg

Emotional Awareness in Real-Time

The physical solution solves the problem of emotional awareness by displaying the user's facial expression or emotional update as a Memoji for the user and the people in the users environment to see.

emote.331.jpg

Stress Relief Methods in Real Time

The physical solution solves the problem of delayed stress relief by allowing the user to choose a stress relief method that fits the setting they are in. For example, a user could choose aromatherapy if they are in a public space. With the option of music or guided meditation if they are in a private space. 

Anchor 12
Emote DS Camera.png

THE DIGITAL SOLUTION

THE GOAL OF THE DIGITAL SOLUTION IS TO BE THE TOOL TO COMPLEMENT THE PHYSICAL SOLUTION, WHILE ALSO PROVIDING ALTERNATIVE STRESS RELIEF METHODS.

Anchor 1
DESIGN PROCESS

DIGITAL SOLUTION - PHASE 1: INSPIRATION

THE HUMAN-CENTERED DESIGN THINKING METHOD WAS USED FOR THE DIGITAL SOLUTION TO MAXIMIZE THE VALUE AND LONGEVITY OF THE PRODUCT PROVIDED TO THE USER
 

This process was chosen to ensure the solution is relevant and beneficial.

Web 1920 – 13.png
Anchor 14
USERS & AUDIENCES 

DIGITAL SOLUTION - PHASE 1: INSPIRATION 

THE DIGITAL SOLUTION BEGAN BY CREATING THREE PERSONAS TO BETTER UNDERSTAND THE USER GROUPS AND EFFECTIVELY DESIGN A SOLUTION FOR THEM
 

Personas were created from online user research and informal Q&As

Top 3 User Group Personas

Web 1920 – 3.png

Phenomenal Friends

 

Phenomenal Friends are users that care about their friend's mental health as just as much as they do their own.

Demographics

Age: 18 - 30+

Income: 10 -50k+ Education: High School +

Occupation: Entry - Jr Level 

Behavior

Benefits Sought: Emotional Updates & Support group Usage: 3-4 times a week Intent: Be supportive Occasion: When notified via the app

Psychographics:

Interest: High

Personality: Fun Loving, Health Conscious, Socially Aware

Values: Transparency, Health

240_F_254375263_DcPTcdlqvGpS3JXzxjtLKTdM

Caring Colleagues

 

Caring Colleagues are usually directors of large teams that want to encourage positive mental health to increase productivity at work

Demographics

Age: 30 - 50+

Income: 50 - 100K+ Education: College Grad + Occupation: Jr - Sr level 

Behavior

Benefits Sought: Better work environment & performance

Usage: 4-5 times a week 

Intent: Transparency Occasion: Trend in the workspace

Psychographics:

Interest: High

Personality: Caring, Collaborative, Leaders

Values: Comfort, Health, Balance

240_F_170847583_8TvXrVA1a5PMAnBVALYaCLFB

Fantastic Family

 

Fantastic Family are usually parents who use the product to monitor their family members' emotional health. Their mental health is a close secondary priority

Demographics

Age: 30 - 50+

Income: 75- 150k+ Education: College Grad + Occupation: Jr - Sr level

Behavior

Benefits Sought: Emotional Updates

Usage: 2 - 3 times a week Intent: Grow mental health and support

Occasion: Recommendation

Psychographics:

Interest: Medium

Personality: Positive, Practical, Personable

Values: Personal Growth, Happiness

Anchor 3
EMPATHY EXERCISE

DIGITAL SOLUTION - PHASE 1: INSPIRATION

DESIGNING FOR THE DIGITAL SOLUTION CONTINUED WITH AN EMPATHY EXERCISE TO CREATE FEATURES THAT SOLVED FOR THE PROBLEM STATEMENT AND THE USERS
 

The empathy exercise consisted of listing ideas that could be features that are incorporate into the mobile app design. The ideas were focused on stress relief methods and ways to create emotional support from the users network.

Top 8 Ideas From Empathy Exercise

iPhone 12, 12 Pro – 1.png

1​

2

3

4

Users can use Memoji’s to communicate and protect privacy 

Users can see friends and families emotional updates and mental status

Users can use a timer to focus on task or count down for mental breaks

Users can see their HRV data, emotional progress, etc in a stats page

5

6

7

8

Users can track HRV Data with an Apple Watch

Users can connect their calendars to add time to meditate, take a break, etc

Users can select which friends are notified if they have a low HRV or emotional update

Users can use the app as a journal

Anchor 15
SITEMAP: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH INSPIRATION FOR WHAT THE APPLICATION WOULD DO, A SITEMAP WAS CREATED TO UNDERSTAND THE LAYOUT OF THE PHYSICAL SOLUTIONS SCREENS
 

The initial sitemap was done by hand to quickly and efficiently visualize the architecture of the digital component of the physical solution. This encouraged a logical and empathetic brainstorming process about how and what the user would want and need to engage with.

Initial Sitemap For Physical Solution 

IMG_0326.JPG

2

1​

Page Content and Features

1​

2

Potential Pages

The first row of the sitemap helped ideate the major tabs and pages that would be designed.

The columns beneath each row helped with listing the content that would need to be inside each major page above it.

Anchor 16
SITEMAP: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

A SITEMAP WAS ALSO CREATED TO BRAINSTORM THE LAYOUT OF THE MOBILE APPLICATION THAT WOULD BE COMPLEMENTING THE PHYSICAL SOLUTION
 

This sitemap also encouraged a logical and empathetic brainstorming process for how and what the user might want or need to engage with within the mobile application that may not be applicable in the physical solution.

Initial Sitemap Breakdown For Mobile Solution

IMG_0323.JPG

1​

Potential Pages

The first row of the sitemap helped ideate the major tabs and pages that would be designed.

2

Page Content and Features

The columns beneath each row helped with listing the content that would need to be inside each major page above it.

2

1​

Anchor 17
REFINED SITEMAP: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

TO ELIMINATE ANY BIAS IN THE DESIGN THE INITIAL SITEMAP WAS REFINED AND DIGITIZED TO CREATE A DELIVERABLE FOR DEVELOPERS.
 

After creating the initial sitemap it was reviewed to assess its alignment with the problem statement, user, and competition. After its revisions, it was digitized as a tool to explain the application's architecture to developers.

Final Sitemap Edits For Physical Solution

Emote Physical Product Sitemap.png

1​

2

1​

Refined Sitemap

This sitemap displays the entire digitized sitemap with a combined profile and
friends page. 

2

Edited Profile Page

This sitemap displays the decision to combine the friend and profile page of the physical solution. This was done to simplify the number of screens the user would swipe through, by keeping the relevant pages together.

Anchor 22
REFINED SITEMAP: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

THE INITIAL SITEMAP FOR THE MOBILE APPLICATION WAS ALSO REFINED AND DIGITIZED TO ELIMINATE BIAS AND CREATE A DELIVERABLE FOR DEVELOPERS.

The initial sitemap was also reviewed by assessing its alignment with the problem statement, user, and competition. After its revisions, it was digitized into a tool to explain the application's architecture to developers.

Final Sitemap Edits For Mobile Solution

1​

Artboard 1-100.jpg

2

3

1

Artboard 1-100.jpg

2

3

1​

Refined Sitemap

This sitemap displays the entire digitized sitemap with all the edits made. The refined sitemap also includes the edits to the Stats, Timer, and Settings page.

2

Edited Profile Page

This sitemap displays the decision to combine the friend and profile page of the mobile solution. This decision also includes a milestone page and the features of adding, messaging, and searching for friends.

3

Edited Activity Page

This sitemap displays the decision to add features to the activity feed. The like, comment, and e-message feature allows the user to emotionally support their friends and vice versa

Anchor 23
TASK FLOW: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE SITEMAP FINALIZED TASK FLOWS OF THE PHYSICAL SOLUTION'S PRIMARY FEATURES WERE CREATED TO UNDERSTAND WHAT SCREENS WOULD BE NEEDED 
 

Creating the Task-flows provided the ability to focus on the user's experience. The Task-flow began by sketching a simple visual of each step the user would take to accomplish each primary feature/task selected.

Top 3 Major Task-flows for Physical Solution

IMG_0325.JPG

1​

3

2

1​

How To Start a Meditation Session

This feature was chosen because meditation is one of the more accessible forms of stress relief that the physical solution would be able to conduct

2

How To Update an Emotional State and Share It

This feature was chosen because displaying the user's emotional state on the physical solution's screen will be crucial for creating emotional support and awareness

3

How To Start a Timer

This feature was chosen because options will be provided in the process of enabling the timer. Setting a timer to take a break, complete work, or add a stress relief method to a schedule will begin with the same process

Anchor 18
TASK FLOW: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE SITEMAP FINALIZED TASK FLOWS OF THE PRIMARY FEATURES WERE ALSO CREATED TO UNDERSTAND WHAT SCREENS WOULD BE NEEDED FOR THE MOBILE APPLICATION
 

Creating these task-flows also provided the ability to focus on the user's experience. The task-flows began by sketching a simple visual of each step the user would take to accomplish each primary feature/task selected.

Top 3 Major Task-Flows For Mobile Solution

IMG_0315.JPG

1​

2

3

1​

How To Edit HRV and Emotional State Settings

This feature was chosen because it will be how the users selects their goals and when their friends will be supporting during highs and lows.

3

How To Add and Share HRV Data

This feature was chosen because it will help users without apple watches to add data to be tracked. This feature was also chosen because sharing statistical highlights will be similar to sharing emotional updates. 

2

How To Add a Friend and Stress Relief Activity

This feature was chosen because some stress relief methods such as getting acupuncture would not be done by E-motion, nor might the user want to do it alone; so adding friends to the app and activities is important.

Anchor 19
REFINED TASK FLOW: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE INITIAL TASK FLOW COMPLETED IT WAS REFINED INTO A USER FLOW. CREATING A DIGITIZED REFERENCE FOR DESIGNING FUTURE WIREFRAMES FOR THE PHYSICAL SOLUTION.

After the initial task flows were created, they were reviewed, revised, and digitized to create low-fidelity user flows for future wireframing. It was also decided that a single task flow from one of the three initial task flows would need to be chosen to become the first user flow to be presented to stakeholders. With that in mind, a task flow was chosen to later create a high-fidelity user flow. 

Final Edits To Task-flow For Physical Solution

Update Emotional State.png
Start a timer.png
Start Meditation Session.png

1​

2

1​

Digitized and Refined Task-flows For Primary Features

Luckily, in the case of the the physical solution’s task flows there weren’t any
changes needed.

2

Task Flow Chosen: Start a Meditation Session

This user-flow displays the decision to show the user’s options when trying to start
a meditation session from the physical solution. This user flow highlights the user’s
choice to have a guided or unguided meditation.

Anchor 24
REFINED TASK FLOW: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE INITIAL TASK FLOW COMPLETED IT WAS REFINED INTO A USER FLOW. CREATING A DIGITIZED REFERENCE FOR DESIGNING FUTURE WIREFRAMES FOR THE MOBILE APPLICATION
 

After the initial task flows were created, they were reviewed, revised, and digitized to create low-fidelity user flows for future wireframing. A task flow from one of the initial task flows was chosen to later be the user flow that would best present the mobile solution to stakeholders.

Final Edits To Task-flow For Digital Solution

Adjust HRV Settings.png
 Share HRV.png
 Invite Friend.png

1​

2

1​

Digitized and Refined Task-Flows for Primary Features

In the case of the mobile solution’s task flows there weren’t any changes made to improve the task flows.

2

Task Flow Chosen: Adding & Inviting A Friend to an Activity

This user-flow displays the decision to show the user’s options when trying to start add invite a friend to stress relief activity. This user flow highlights the user’s perspective of the friend accepting or declining the invitation

Anchor 25
WIRE FLOW: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE NEEDED SCREENS IDENTIFIED, WIRE-FLOWS WERE MADE TO IDEATE THE USER INTERACTION AND VISUAL DESIGN  FOR THE PHYSICAL SOLUTION'S DIGITAL FEATURES
 

Creating the wireframes provided the ability to focus on the brand's design language and the user’s experience. The wireframes began with hand-drawn sketches to ideate the visual design and the user's interaction with each screen.

Wireframe Design Decisions For Physical Solution

IMG_0324.JPG
IMG_0324.JPG
IMG_0324.JPG

1​

2

3

1​

How To Display Emotional State

These wireframes display the decision to make the emotional state screen immediately after the unlock screen so others are aware of the users emotional state.

2

How To Navigate The Physical Solution

These wireframes display the decision to allow the user to be able to swipe between screens for the task desired. This was done to simulate the Apple
collaboration with the E-motion brand.

3

Quick And Simple Process

These wireframes display the decision to make as few screens as possible to complete the task. This was done to make the experience simple for the user and easy to complete since the user is likely to be doing other things at the time.

Anchor 20
WIRE FLOW: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE SCREENS IDENTIFIED FOR THE DIGITAL SOLUTION’S PRIMARY FEATURES, WIRE-FLOWS WERE ALSO MADE TO IDEATE THE VISUAL DESIGN FOR THE USER-FLOWS
 

Creating the wireframes provided the ability to focus on the brand's design and the user’s experience. The wireframes began with hand-drawn sketches to quickly ideate the visual design for each screen needed.

Wireframe Design Decisions For Mobile Solution

iPhone 12, 12 Pro – 2.png

1​

How To Adjust HRV and Emotional Range Settings

These wireframes display the decision to make sliders for the user to adjust the HRV and emotional range they would like to maintain.

2

How to add an activity and invite a friend

These wireframes display the decision to allow the user to quickly chose common activities like meditation or add custom stress relief activities. These wireframes also show how the user would invite friends to join the activity, whether it is custom or not.

3

How to share HRV data

These wireframes display the decision to allow the user to add HRV data with a pop-up screen. The decision to add the option to share the data at the end was chosen to stream line the process.

Anchor 21
REFINED WIRE FLOW: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE REFINED TASK FLOWS CREATED AND CHOSEN, THE INITIAL WIRE FLOWS WERE REFINED AND DIGITIZED ELIMINATING BIAS IN THE DESIGN THUS CREATING THE FINAL WIRE-FLOWS 
 

After reviewing the initial wire flow it was revised to clarify the visual design and user interactions. The initial wireframes were digitized into low fidelity wireframes allowing the chosen wire flow to be used as a reference for the high fidelity user flow.

Final Edits To Wire-flows For Physical Solution

iPhone X, XS, 11 Pro – 1.png

1​

2

1​

Digitized and Refined Wire-Flows for Primary Features

Luckily, in the case of the the physical solution’s wire-flows there weren’t any
major changes needed.

2

Refined Wire-Flow: Choosing a Meditation

This wireframe displays the decision to show the options the user has when starting
a meditation session from the physical solution. This wire-flow highlights the user’s
choice to have a guided or unguided meditation

Anchor 26
REFINED WIRE FLOW: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 2: IDEATION

WITH THE REFINED TASK FLOWS CREATED AND CHOSEN FOR THE MOBILE APPLICATION, THE INITIAL WIRE FLOWS WERE ALSO REFINED AND DIGITIZED TO ELIMINATE BIAS IN THE DESIGN AND CREATE THE FINAL WIRE-FLOWS 
 

After creating the initial wireframes, I reviewed it to find any areas of opportunity. In doing so I found that some of the wire-flows missed a step of the process and the content of the wireframe could be improved.

Final Edits To Wire-flows For Mobile Solution

1​

Artboard1.png
Artboard1.png

2

1​

Digitized and Refined Wire-Flows for Primary Features

In the case of the digital solution two of the three wire-flow’s processes did not
change. However the content of each wireframe did change substantially. The
changes mostly improved the display of information and how items were chosen

2

Refined Wire-Flow: Adding & Inviting A Friend to an Activity

In this wire-flow, the major changes are the addition of confirmation screens. Since
this wire-flow contains multiple minor task, the confirmation screens creates clarity
for the user to understand what they have already done. The other changes made
also improve the display of information and how items are chosen

Anchor 27
VISUAL DESIGN ELEMENTS

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

WITH THE WIRE-FLOWS FOR THE DIGITAL SOLUTION COMPLETED, THE VISUAL DESIGN ELEMENTS WERE CHOSEN TO PROTOTYPE THE CHOSEN USER FLOW
 

The design system and it's visual elements were inspired by the decision for E-motion to collaborate with Apple to successfully implement the digital solutions features. Modeling the digital solutions visual elements and user interactions after Apple's design language  ensured the E-motions collaboration with Apple best represent both brands.

Visual Design Elements

Typography

This font was chosen to keep the design simple and legible. The objective was to draw the attention to the interactions of the content rather than the visual design.

Web 1920 – 15.png

Color

When deciding on the colors, it was important to choose colors that weren’t too vibrant, but still grabbed the attention of the user. These colors were chosen  because they also represent calming emotions

Icons

When deciding on the icons to use it was important to keep the theme of simplicity. However, the objective was also to bring a sense of fun to the application, so icons with round design and rounded corners were chosen

Web 1920 – 14.png
Anchor 28
VISUAL DESIGN DECISIONS: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

To display how and what the user would interact with, the user flow was prototyped by adding the visual design elements to the wire flows while making design decisions. The prototype illustrates how the user would interact with the physical solution's screen. E-motion's collaboration with Apple, provided visuals elments that contributed to the physical solution's digital design language.

Visual Design Decisions For Physical Solution

Web 1920 – 41.png
Web 1920 – 41.png
Web 1920 – 41.png
Web 1920 – 41.png

1​

Memoji

The Memoji screen promotes emotional awareness when others see the users emotional state update. Using the live feature also keep the user mindful of when their expression changes. This was done to maintain emotional awareness. While protecting a userscomfort & privacy during a Memoji call

2

Screen Swipe

This shows the users decision to swipe right towards the other features of the physical solution they could choose from. The swiping right feature was chosen to make the solution intuitive and similar to Apple phones.

3

Screen Swipe & Scroll

This shows the users ability to swipe right and scroll up or down. In this case the user would be able to scroll up to see the activities they have ahead of them for the day.

Anchor 29

WITH THE DESIGN SYSTEM CREATED, THE VISUAL DESIGN ELEMENTS WERE ADDED TO THE WIRE FLOWS TO PROTOTYPE THE CHOSEN USER FLOW.
 

VISUAL DESIGN DECISIONS: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

THE VISUAL DESIGN ELEMENTS WERE ALSO ADDED TO THE WIRE FLOWS TO PROTOTYPE THE CHOSEN USER FLOW FOR THE MOBILE APPLICATION
 

To display how and what the user would interact with, the user flow was prototyped by adding the visual design elements to the wire flows while making design decisions. E-motion's collaboration with Apple, produced a blend of E-motion and Apple’s design language creating E-motions design system and visual design decisions.

Visual Design Decisions For Mobile Solution

Web 1920 – 42.png

1​

Color, HRV, and Emotion Correlations

In the digital solution, the colors for the HRV and Emotional states are represented by the light spectrum. With the highest HRV and Best Emotional state represented by the color with the highest frequency (violet) and vice versa

2

HRV and Emotional Statistic Display

The chart displaying the HRV and emotional state was inspired by the Apple health application. This decision to use similar design components was made to reduce confusion since the user could use an Apple watch to track their HRV.

Anchor 30
PROTOTYPE: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

WITH THE VISUAL DESIGN ADDED AND THE USER-FLOW COMPLETE THE PHYSICAL SOLUTION'S PROTOTYPE COULD BE
USER-TESTED

 

This prototype uses Carlos (the Caring Colleague persona) to display his understanding of how to choose his desired form of meditation.

Persona & Userflow Scenario For Physical Solution

Carlos the Caring Colleague Choosing a Meditation Session

240_F_254375263_DcPTcdlqvGpS3JXzxjtLKTdM

Caring Colleagues are usually managers of large teams that want to encourage positive mental health to increase productivity at work. Carlos is an executive at his firm and they have recently purchased Emotes for all their employees. Carlos is having a rough morning so he wants to take a moment to meditate. Since Carlos has the privacy of his office he wants to do a guided meditation.

Board 1.png
Anchor 31
PROTOTYPE: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

WITH THE VISUAL DESIGN ADDED AND THE USER-FLOW COMPLETE THE MOBILE APPLICATION'S PROTOTYPE COULD BE USER-TESTED
 

This prototype uses Phil (the Phenomenal Friend persona) to display his understanding of how to add a friend to a stress relief activity

Persona & Userflow Scenario For Mobile Solution

Phil the Phenomenal Friend Adding Friends to an Activity

Web 1920 – 3.png

Phenomenal Friends are users that care about their friend's mental health as just as much as they do their own. Phil is an HR manager and an aspiring therapist. Phil wants to unwind
for the day by doing something relaxing with friends. Since it’s late and it’s a work night. Phil decides to invite his friends to meditate with him.

Board 2.png
Anchor 32
RESULTS: PHYSICAL SOLUTION

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

WITH THE PROTOYPE COMPLETED THE DIGITAL COMPONENT OF THE PHYSICAL SOLUTION PROVIDED WAYS FOR E-MOTION TO REDUCE STRESS AND CREATE EMOTIONAL AWARENESS 
 

The physical solutions digital component uses it’s collaboration with Apple to provide emotional awareness and stress relief for it's users. 

Problems Solved With Physical Solution's Digital Component

Reduce Stress Regardless of Social Space

The digital component of the physical solution solves the problem of stress in multiple spaces by using unguided meditation and music as a discreet means of stress relief. As well as using Memoji calls or recordings from friends to cheer up the user

Create Emotional Awareness in Real Time

The digital component of the physical solution creates emotional awareness with its collaboration with Apple displaying the users Memoji on the physical solution’s screen. With the option for a live Memoji, the user can choose to have thier facial expression imitated in real-time or display a static emotional state. Creating emotional awareness for the user and others in the space.

untitled.png

Applicable Stress Relief Methods

Real Time Emotional Awareness

Anchor 33
RESULTS: MOBILE SOLUTION

DIGITAL SOLUTION - PHASE 3: IMPLEMENTATION 

WITH THE PROTOYPE COMPLETED THE MOBILE APPLICATION PROVIDED WAYS FOR THE USER’S INNER CIRCLE TO BE EMOTIONALLY AWARE & SUPPORTIVE IN REAL-TIME REGARDLESS OF THE SOCIAL SPACE.
 

The digital solution uses technology, community and it’s a collaboration with Apple to provide stress relief and emotional awareness.

Problems Solved With Mobile Solution

Reduce Stress Regardless of Social Space

The mobile application solves the problem of stress in public or private spaces by using unguided or guided meditation and music as a means of stress relief. Recieveing and sending Memoji calls or recordings bewteen friends cheers up the user and reduce stress. The mobile appplication also reduces stress with reminders for breaks and scheduling of stress relief activities.

Create Emotional Awareness in Real Time

The mobile application solves the problem of emotional awareness in realtime regardless of the social space by using the Apple watch to track HRV. The mobile application also creates emotional awareness by notifing the users's friends of a low HRVs and low emotional state updates from the status feed. In turn allowing friends to cheer up or cheer on the users in real time.

emote on phone.png
Anchor 34

THIS PROJECT RESULTED IN A VIABLE PHYSICAL AND DIGITAL SOLUTION FOR E-MOTION WITH THE POTENTIAL FOR PRODUCT LAUNCH AND MONETIZATION

Although E-motion was a fictional brand, the project created a viable minimum value product package that the brand could manufacture and develop to be a market disruptor.

Outcomes

In the end, the physical solution stayed under budget and was delivered on time. The prototype came out in a lower fidelity than originally planned but, the digital prototype accurately depicted the major features of the physical and digital solution. Overall this project was a success.

Lessons

 This project presented an opportunity for the mobile application to be monetized for therapist and patient communication and monitoring. The physical soltion's emotional awareness and stress relief methods also make it a viable product for brands like Headspace and Calm.

CONCLUSION 
Artboard  3.jpg
Anchor 35
  • LinkedIn

©2020 by Uriel Brown.

bottom of page