EdHero

Mobile app for adolescents
Project
AdHero is a project empowering adolescents to build consistent treatment habits. The mobile app motivates users with rewards, both in-app and from parents, for adhering to medication schedules. The ultimate aim is to cultivate teen independence in treatment, paving the way for a healthier, self-sufficient future.
Challenge
The initial target audience for the product was teenagers, who were scheduled to undergo weekly injections for many years. Due to the needle, the medication causes discomfort and lacks immediate visible results, leading to shallow motivation among teenagers. Furthermore, they frequently prefer to keep their treatment private and resist parental involvement or supervision.
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Team composition
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Solution

Make the app fun and easy to use, and add gamification. The app has a lot of personalization to allow users to have as much privacy as they want. We used UX and UI patterns from popular apps that teens already use and engaged them with some achievement systems.

Process
Discovery

Much research needed completion before commencing the design phase. Initially, a workshop was convened for stakeholders to gather information and align on objectives. With a shared vision established, I immersed myself in studying potential users and scrutinizing their behaviors, pains, and desires. Additionally, in-depth interviews and competitor analyses were conducted, validating certain hypotheses. The design process proceeded iteratively, with continual input from developers and regular checks during usability testing.

Competitor analysis included popular apps for teens such as DuoLingo and WhatsApp. The peculiarities of teenagers are that they cannot hold attention for a long time and get bored quickly, so they need additional stimulation to be involved in the app.To collaborate with users I did different activities regarding their needs: - online forms with closed questions (which gave me some start information about the users and their general personas)- ideating workshop (we've made mood boards, affinity diagrams, and naming exercises)- quality interview (evaluated hypotheses and  got new ideas)- questionnaire (to gather basic information about  users or to get early feedback about some hypotheses)

Design studio

Design can address approximately 70% of inclusivity concerns related to our product. Therefore, we have made the decision to establish key pillars aimed at enhancing the confidence and convenience of our younger users when utilizing the app, thereby fostering a more positive perception of their treatment experience.

AdHero Jobs To Be Done map as product strategy pilars
Design ideas
Our design system was carefully crafted based on insightful workshops conducted with teenagers. Through a collaborative session on Miro, we delved into discussions on naming conventions and visual elements, fostering an environment where their creativity could flourish. Following this brainstorming, we curated three distinct collages, each representing different aesthetics and preferences. Ultimately, we chose the collage that resonated the most with their vision of what they found visually appealing. The culmination of these efforts is reflected in the final design decisions showcased below.

In light of prior research findings, it's understood that adolescents greatly value their privacy and appreciate personalized experiences. This understanding drove our decision to create a meticulous onboarding process, ensuring that all data and personal preferences are carefully set up for app usage.
The initial MVP comprised three primary sections: Overview, Journey, and Profile.The Overview section provided essential information regarding adherence progress and the accumulation of user points throughout their app usage journey.
Journey showcased the steps taken by the user and presented the tasks available to them for the current day.
Lastly, the Profile segment encompassed all settings and personalization features tailored to individual preferences.
Later on, we realized that adolescents benefit from extra motivation to stay engaged, such as gamification and rewards. Therefore, we have developed a system that not only allows them to gain insights into their progress but also encourages them to track their symptoms, providing accurate information about their progress instead and offering coins as a token of appreciation.
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