Project DetailsTo design a gamified application that allows people to drink more water. Majority of food related decisions are not the healthiest and people everywhere could be better educated on long term health damage from not drinking enough water and making healthier eating a priority.
Conducting Interviews and research to design and prototype a product for the users to drink more water and eat healthy. Also aiming to educate users with quality and quantitative information about health.
/ Product Goals
1 - Educate People on water drinking habits.
2 - Drive people to drink more water and eat healthier.
3 - Show water consumption.
4 - Design a sticky application.
/ Business Goals
1 - Drink more water
2 - Partner with water companies to sell more water.
3 - Educate users on water and food health.
4 - Partner with local organic stores and farmers markets.
5 - Educate on water brands.
6 - Promote out-door activities.
7 - User adoption.
1 - Partnering with the wrong water company.
2 - Not partnering with any of the water companies.
3 - Wrong information to the users.
4 - No one adopts or does referrals.
5 - Education information is overwhelming and boring.
Majority of food related decisions are not the healthiest and people everywhere could be better educated on long term health damage from not drinking enough water and making healthier eating a priority.
1 - Majority of people do not drink enough water per day.
2 - Majority of people could make healthier food related decisions.
/ Learnings From Interviews
Aaron : Recently recovered from illness by not drinking water.
Axel : He carries his filtered water bottle all the time.
Dea : He does not really care about how much water he drinks.
Eric : He drinks fair amount of water but also likes to drink coffee.
Luis : He carries water bottles everywhere he goes, also likes to drink coffee.
Nolan : He likes to drink sparking water because regular is boring.
Rachelle : Water is needed and essential for your body.
Ronald : Carries water and also takes supplements like vitamins.
Seung : Only drinks branded water / prefers organic grown food.
Hong : Sometimes drink coffee. Does not really know if he is drinking enough water.
/ The Cluster
Using the interview informations and learnings, I was able to gather insights and consolidate themes that can help me design 30 Days into the right direction.
Themes That I Gathered
- Water Theme
- Other Drinks
- Conscious Knowledge
- Negative Influences
- Food Intake
- Shopping Style
Learned that some users are not informed of how drinking water is important.
Some users are not interested in their health or does not fully care about how much they drink water.
Users do not have knowledge of how much water they have to consume each day.
Many users drink different types of water. - Sparkling, Flavored, Water with lemon or cucumber.
Many people drink coffee more than they choose water in daily basis.
People forget to drink water. They are not aware that they are dehydrated.
/ Using Winners
After several approaches and user testings with my wireframes, I was able to pick up and throw away the designs that worked effectively and that can help and support people to drink more water in a interesting direction. Since for some people feel drinking water is boring, I was able to make it linked with a social application and also add badges depending on how much your friends drink.
/ What I learned?
It is better to explain and go through the application simply to explain where and what options they have inside so that they do not get lost inside the screens.
The badges needed to have more of a clear information to how users can achieve certain badges to promote them from taking actions.
The manual input / iWatch sync was a challenge. Many users had different opinions and ideas about this part. Some did not have an iWatch and had to manually input there water consumptions.
Linking and having users achieve something while they were inside this app promoted challenges and the mindset to drink water naturally with feeling competition and needing to show off their achievements.
- 30 Days, a gamified application that brings users fun and motivation to drink water will bring competition and also keep them constantly posted with friends achieving badges.
- Including awards depending on how much the user drinks was also effective since people love collecting rewards to show off to their peers.
- A pleasant and simple experience of 30 Days app.
- Only focused on how much users drink water based on their input / using apple watch to calculate their water consumptions.