A Gamified Healthy Lifestyle Application

Non-communicable diseases (NCDs) are one of the leading causes of death worldwide, and they are closely linked to people's lifestyles. This project aims to design a healthy lifestyle app covering four key areas: diet, physical activity, smoking cessation, and alcohol control. By incorporating gamification principles, the app is designed to increase user engagement.

Mobile App

UX/UI Design

Gamification

Design Process

Follow the design process of the Double Diamond model to ensure a true understanding of the problem and thoroughly test the solution

The design process for this project will utilise the UK Design Council's Double Diamond Model, a framework widely used in the field of design thinking. The model emphasises the concept of user-centred design. It consists of four distinct phases: Discovery, Definition, Development and Delivery, each representing a specific stage in the design process.

Desk research

User research

Affinity diagrams

Discover

Define

Develop

Deliver

Persona
Customer Journey Map

Usability testing

High-fidelity Prototype

Wireframes

Information Architecture
Crazy 8s

Challenge

Final

Solution

Convergent

Divergent

Convergent

Divergent

Research

Ideation

Define

Prototyping

Desk Research 01

Establish a basic knowledge of project-related areas by researching background information

While looking at background information on NCDs, we are also looking at key modifiable behavioural risk factors for NCDs as well as current issues and challenges.

Non-communicable diseases (NCDs) are the leading cause of death in the world today

The World Health Organisation (2022) states that non-communicable diseases (NCDs) are the leading cause of death in the world today, mainly cardiovascular diseases, cancers, chronic respiratory diseases and diabetes, which are closely linked to people's lifestyles.

Annual deaths from NCDs

Annual deaths from NCDs

Other causes

Other causes

74%

74%

41 million

41 million

Key modifiable behavioural risk factors for non-communicable diseases

Key modifiable behavioural risk factors for NCDs include, for example, tobacco use, unhealthy diet, physical inactivity and alcohol abuse.

• Tobacco is responsible for more than 8 million deaths per year (including deaths caused by exposure to second-hand smoke).

• 1.8 million deaths per year can be attributed to excessive salt/sodium intake.

• More than half of the 3 million deaths per year attributable to harmful use of alcohol are due to non-communicable diseases, including cancer.

• There are 830,000 deaths per year attributable to physical inactivity.

Annual deaths from NCD risk factors

Tobacco use

0

2 million

4 million

6 million

10 million

8 million

Physical inactivity

Excess salt/sodium intake

Harmful alcohol use

Problems and challenges

Prevention through the development of a range of responses will make it possible to reduce premature deaths from NCDs. While we have recognized the impact of these modifiable behavioural factors on NCDs, there are a number of issues and challenges to changing people's unhealthy behaviours.

Insufficient participation

Despite the resources and interventions invested by the Government and the health sector that are in place, low participation and adherence rates are frequently reported.

cognitive deficit

There is a lack of health knowledge and awareness of the importance of a healthy lifestyle and how to adopt positive health behaviours.

cognitive deficit

There is a lack of health knowledge and awareness of the importance of a healthy lifestyle and how to adopt positive health behaviours.

Lack of motivation

A significant barrier to behavioural change is the lack of intrinsic and extrinsic motivation, and individuals may struggle to adopt and maintain healthier lifestyles.

Lack of motivation

A significant barrier to behavioural change is the lack of intrinsic and extrinsic motivation, and individuals may struggle to adopt and maintain healthier lifestyles.

sustainability

The process of changing an individual's unhealthy behaviour is one that requires sustained effort. Many people have difficulty staying the course over time.

sustainability

The process of changing an individual's unhealthy behaviour is one that requires sustained effort. Many people have difficulty staying the course over time.

Desk Research 02

Provide the necessary theoretical support for the project by examining the literature on gamification

An in-depth understanding of the origins, development history, core concepts and key principles of gamification theory provides important theoretical support and guidance for subsequent design.

Gamification

The theory of gamification is widely used in various fields. One of the earliest and most popular definitions is provided by Deterding et al. (2011), who define gamification as ‘the use of game design elements in non-game environments’. This definition emphasises the integration of game elements and mechanics into systems or activities that are not traditionally associated with games. In addition, the definition emphasises that game mechanics are applied to enhance user engagement and user experience.
The most common game element elements elements of gamification include challenges, rewards, competition, hierarchies, achievement systems, role-playing, and more.

Tasks and challenges

Tasks and challenges

achievement

achievement

role-playing

role-playing

 ranking

 ranking

reward

reward

competitiveness

competitiveness

Project Objective

Design a personal healthy lifestyle app and apply gamification design to promote users to improve their unhealthy behaviours and enhance their engagement in healthy lifestyles such as eating habits and physical activity.

Design a personal healthy lifestyle app and apply gamification design to promote users to improve their unhealthy behaviours and enhance their engagement in healthy lifestyles such as eating habits and physical activity.

User Research

In order to gain a deeper understanding of our target user group and build empathy, we conducted user research to drive our planning phase

In order to gain a deeper understanding of users' needs, pain points, behavioural patterns and expectations, this project adopts user interviews as the core user research methodology.Problems are identified through user research in order to guide the design of subsequent products, which helps to develop products that are more in line with users' expectations.

User interviews are a common user-centred design (UCD) method of user research, in which a purposeful, planned and methodical verbal conversation is used to understand users' needs, experiences and expectations.In this project, semi-structured interviews were used as the data collection method, in which the interviewer had a set of pre-determined questions or themes, but was also given the flexibility to ask follow-up questions and explore new areas of interest that emerged during the interview process in order to explore the respondent's perspectives, experiences, and opinions in greater depth. The questions for the interviews were designed to take into account a number of areas such as past experiences, motivations, behaviours, pain points, expectations and perceptions of feedback and reward mechanisms.

Semi-structured user interview

User interviews are a common user-centred design (UCD) method of user research, in which a purposeful, planned and methodical verbal conversation is used to understand users' needs, experiences and expectations.In this project, semi-structured interviews were used as the data collection method, in which the interviewer had a set of pre-determined questions or themes, but was also given the flexibility to ask follow-up questions and explore new areas of interest that emerged during the interview process in order to explore the respondent's perspectives, experiences, and opinions in greater depth. The questions for the interviews were designed to take into account a number of areas such as past experiences, motivations, behaviours, pain points, expectations and perceptions of feedback and reward mechanisms.

Semi-structured user interview

Participants were recruited primarily on university campuses. Participant inclusion criteria were age 18 years and over.Participants needed to be within the UK. Participants should not have any special health conditions such as disabilities or chronic illnesses. The project is looking for participants who are individuals who are interested in healthy lifestyles and have a diverse background of experience. The study encourages participation from those who already have some knowledge of health and are willing to explore new ways to optimise their lifestyle. At the same time, people who have a strong interest in healthy lifestyles but lack the relevant knowledge and experience are also welcome in the study. After screening, three eligible participants were finally invited to participate in the interviews.

interviewees

Participants were recruited primarily on university campuses. Participant inclusion criteria were age 18 years and over.Participants needed to be within the UK. Participants should not have any special health conditions such as disabilities or chronic illnesses. The project is looking for participants who are individuals who are interested in healthy lifestyles and have a diverse background of experience. The study encourages participation from those who already have some knowledge of health and are willing to explore new ways to optimise their lifestyle. At the same time, people who have a strong interest in healthy lifestyles but lack the relevant knowledge and experience are also welcome in the study. After screening, three eligible participants were finally invited to participate in the interviews.

interviewees

3

Completed interviews

20

minutes

Interview duration

The interview took place on Zoom

Affinity Diagram

Following the semi-structured interviews, we analysed the qualitative data using Affinity Diagram, where we extracted key sentences or ideas, grouped similar responses, and presented key insights

The extracted key sentences or ideas are categorised and organised according to relevance, and each group is next analysed to summarise the main findings. This helps to better understand user needs and behaviours and provides guidance for further design and development work.

Key Insight

Persona

In order to gain a vivid and in-depth understanding of our target users, and to ensure that design decisions are made from the perspective of real users' needs and pain points, we have produced Personas

Based on the results of the analysis of the user study data, two main user groups were identified.

They were beginners, and healthy lifestyle maintainers. After understanding the main characteristics of these two user groups, personas were designed for each type of user.

Customer Journey Map

Another integral step in understanding how users interact with a product or service is mapping the customer journey

Customer Journey Mapping (CJM) provides a holistic view of the user experience from the first contact to the long term. By visualising the various touchpoints users encounter, CJM highlights areas of delight, apathy and friction. This approach ensures that designers and stakeholders can identify opportunities to enhance and address pain points.

Information Architecture

Develop an information architecture to ensure that users have the best possible user experience

At this stage we develop the information architecture (IA) of the product. It is a visual representation of the product's infrastructure, functionality and hierarchy. The IA defines every pathway and route a user can take through the application, it is more than just a site map showing where a page leads.

Crazy 8s

Generate a large number of conceptual solutions quickly with Crazy 8s

During the divergent thinking phase, Crazy 8s was able to generate a lot of ideas quickly, which helped us to think deeply and explore different design directions quickly.

Low-Fidelity Prototypes

After a quick conceptualisation of the Crazy 8, the next step was to create a low-fidelity prototype to further refine the concept.

In order to quickly test design concepts in the early stages of design so that they can be improved in subsequent designs, a low-fidelity prototype is produced. It is a simplified form of design presentation that can be drawn on paper or on a computer and focuses primarily on functionality, interaction and information architecture rather than detail and final visual design. Digital wireframes can provide a quick, cost-effective, and easily modified way to present, test, and iterate on design concepts.

Usability Testing

After completing the design of the low-fidelity prototype, the next stage is to test the low-fidelity prototype to ensure that the prototype has resolved most of the usability issues before moving on to the high-fidelity design stage

At this stage we invited two evaluators with professional backgrounds in service design to conduct a heuristic evaluation of the low-fidelity prototype, which is a cost-effective way of identifying usability issues in the user interface at an early stage so that they can be addressed during the iterative process. This is an expert evaluation method where one or more evaluators independently examine the user interface and identify problems based on recognised usability principles.

High-fidelity Prototype

Further development of high-fidelity prototypes based on test results and user feedback

High-fidelity prototyping is a further evolution of low-fidelity prototyping, which provides a more refined and realistic representation of the appearance, functionality, and interaction details of the final product. With high-fidelity prototyping, it is possible to get a clearer picture of the product's appearance and functionality, and thus evaluate its experience more intuitively. In this phase, we improve and optimise the issues found in the testing phase.

Login & Register

Login & Register

Users can sign in or register on this page and retrieve their passwords. In order to simplify the registration process, users are provided with the option to sign in quickly using their Google account. New users will be redirected to the guidance and questionnaire page after successful registration, while existing users will be redirected to the homepage after successful login.

Users can sign in or register on this page and retrieve their passwords. In order to simplify the registration process, users are provided with the option to sign in quickly using their Google account. New users will be redirected to the guidance and questionnaire page after successful registration, while existing users will be redirected to the homepage after successful login.

Onboarding Questionnaire & Program Selection

Onboarding Questionnaire & Program Selection

After successful registration, new users are guided to choose a program, fill in their personal information and goals, and then receive a personalized health plan.

After successful registration, new users are guided to choose a program, fill in their personal information and goals, and then receive a personalized health plan.

Healthy Diet

The home page includes four main modules: diet, exercise, smoking cessation, and alcohol control. In the diet module, users first see a data-visualized dashboard that helps them quickly understand their daily calorie goal and progress, macronutrient intake, historical statistics, dietary challenges, and today’s meal plan and tasks.

Alcohol Control

In this module, users can quickly view their daily alcohol intake and risk level, as well as the number of days they have maintained alcohol control. They can also log their drinking, review historical drinking data, and participate in alcohol-control challenges.

Exercise

Users first see a data-visualized dashboard that helps them quickly understand their daily exercise goals, progress, and the balance between cardio and strength training. On this page, they can browse personalized workout plans and tasks, log their exercise activity, access exercise statistics, and join fitness challenges.

Smoking Cessation

In this module, users can quickly see how many smoke-free days they have achieved and record how they feel today. They can also log their smoking activity, review historical smoking data, join smoking-cessation challenges, and complete daily quit-smoking tasks.

Health Data Analytics

Health Data Analytics

Each of the four main modules links to its corresponding health data page. These pages include health assessments, chart-based data visualizations, and health diaries.

Each of the four main modules links to its corresponding health data page. These pages include health assessments, chart-based data visualizations, and health diaries.

Health Challenges

Health Challenges

Each of the four main modules also links to a corresponding challenge page. Users can view their current challenges and progress, and join new challenges to earn rewards and achievements.

Each of the four main modules also links to a corresponding challenge page. Users can view their current challenges and progress, and join new challenges to earn rewards and achievements.

Community

Community

The community page provides an interactive platform where users can connect with one another, share health experiences and information, and receive support from the community.

The community page provides an interactive platform where users can connect with one another, share health experiences and information, and receive support from the community.

Points Shop

Points Shop

In the points shop, users can redeem the points they earn by completing tasks and challenges for a variety of rewards. This reward system increases user engagement and investment, encouraging them to spend more time and effort participating in activities and completing tasks.

In the points shop, users can redeem the points they earn by completing tasks and challenges for a variety of rewards. This reward system increases user engagement and investment, encouraging them to spend more time and effort participating in activities and completing tasks.

Leaderboard

Leaderboard

The leaderboard is designed to stimulate users’ competitive and social motivation, encouraging engagement and sustained participation. This page displays users’ healthy lifestyle progress rankings, motivating them through friendly competition and peer encouragement.

The leaderboard is designed to stimulate users’ competitive and social motivation, encouraging engagement and sustained participation. This page displays users’ healthy lifestyle progress rankings, motivating them through friendly competition and peer encouragement.

Profile & Settings

Profile & Settings

This page displays the user’s profile, level, achievements, leaderboard, and friends list. Users can also access the settings page from here. In Settings, they can edit their personal profile, update their health information, and log out.

This page displays the user’s profile, level, achievements, leaderboard, and friends list. Users can also access the settings page from here. In Settings, they can edit their personal profile, update their health information, and log out.

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