Parameters.

Using user focused research data to develop a product that tackles a problem statement surrounding mental-wellbeing. 



According to a recent study, 50% of retirees say they haven't learnt anything new in the past six months, despite the fact that health studies indicates that maintaining an attitude of curiosity is essential to mental health. Project Retire will include seniors in a brand-new educational experience that emphasises personal interests, hobbies, and social ties.
Role:
I worked as the project's UX/UI designer, performing research on the target market, developing the concept, wire-framing, prototyping, and creating the final product.
Responsibilites:
Primary and Secondary research, wireframes, user journey,UX & UI design, high fidelity prototype.
Team: 
Jack Simpson.










The challenge.

According to a recent survey, 50% of retirees are less inclined to pick up new skills. Can a smartphone app assist retirees in picking up a new hobby?














The solution
.

A mobile app that motivates retirees to lead more active lifestyles and improve their mental health through educational opportunities that inspire users to undertake projects and find inspiration from a community of retirees.






Breakthrough Point.

There is more to it than just statistics.


After conducting in-depth interviews with retirees using a variety of interview techniques, including mood ratings and open-ended questions, I found that when retirees were asked, "Have you learnt something new during the previous six months?" they responded positively. 50% of respondents responded negatively, indicating they don't, and 50% of respondents most frequently said, "Yes, I have; I don't trust the government."

After successfully assembling the data with the aid of a themematic analysis, I was able to draw the conclusion that retirees are not actively pursuing new knowledge.
            





User Journey.

Setting the structure of the product and planning the steps.


I was able to construct a user journey that is straightforward and easy for individuals in retirement to comprehend and utilise by using the three key experience pillars as a design framework.

Another source of inspiration for the user journey design came from a participant in the target audience who had their phone's user interface set to "Easy mode," which made icons larger and font significantly larger. This observation during the interview process helped me realise that for accessibility reasons, many members of that target audience would have coordination and reading issues if I did not tailor the designs font and clickable icon size.

After taking all of this into consideration, I developed a user journey that would lead to the development of a straightforward user interface (UI) design that retirees could easily comprehend and that would need little time to learn how to use.



Wireframing.

Developing wireframes based on the user journey and creating a user experience that makes sense.


I decided to start the design process for wireframes as huge and bulky, then I would cut down somewhat to make the pieces of the UI design fit in nicely with the overall design, based on the knowledge of "Easy mode" and how people in retirement appreciate its characteristics.

I added wireframes that also encouraged the user, such as the "All done" animation that would confirm the creation of their account and the "Congratulations" after finishing learning something new and would encourage them to move onto creating a project. Minimalism and large icons were my main design themes for the UI.
                                






Wireframing II.

A User journey explored using Marvel.


When you first start the wireframing process, you might find yourself wondering, "Where do I begin?," so I like to map out the user journey using sticky notes. Once I've found any problems with the user flow and made the necessary adjustments, I can then move on to wireframing and design the layout of each screen as well as the buttons. I can create a low-fidelity interaction technique using Marvel to understand how the mobile application would function, which gives me insight into the user flow.





Main features.

The three key stages.


Three important phases were developed and structured in a way that would assist retirees learn something new and cement the ideas they learnt.

Community Projects: If you're looking for ideas for your next project, consider starting a garden or developing your own recipe. Example Projects is a location where you may get ideas for projects from retirees.

Learn something new: If a person feels motivated to learn something new, they can choose from a variety of courses designed for retirees, from language to history.

My Projects: The user may now begin a project and begin organising the actions they will need to take in order to complete their objective now that they have learnt something new.













ProjectRetire J        Vi

The response.

A teaching and learning experience that allows you to learn at your own speed.


The final design has undergone a change and now includes a more accurate low fidelity representation of the final UI design as well as an even more detailed analysis of the UX design for adding tasks. Tools necessary, a new feature that displays where users can get the supplies needed for the lesson as well as a picture, was added to enable users participate in lessons more effectively.

Now that we have a learning experience that is intuitive, accessible, and simple to use for retirees, we can use the three pillars to solidify the learning the app offers.