Kindful

Kindful is an app designed to empower users to engage in acts of kindness within their communities.

UX Research | UI Design | Web Development

UX Case Study

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UX Case Study 〰️

The Problem

We observed that people enjoy being kind for the sake of being kind and the way that it makes them feel. We also observed that people want to be more kind to others.

How might we increase opportunities that users have to be kind to others?

The Solution

Kindful is an app designed to empower individuals to effortlessly engage in acts of kindness by connecting them with nearby opportunities, inspiring a ripple effect of positivity in their communities.

Duration | 4 Wks

Tools | Miro, Figma, Github, VS Code, Google Suite, Trello

Discover

Brainstorming

Working with a group, we contemplated an app solution that helps increase mindfulness and positivity. This idea was sparked by a teammates conversation with their brother, who while having a crummy day noted that he wished that people were more self-aware and kinder to others.

Proto Persona

We initially proposed that our user would be someone who is stressed out and looking for an app that helps them destress and feel more positively about themself and others. This user changed as we dived deeper into our research.

Kindness by the Numbers

  • 100% feel satisfied after doing something kind for others

  • 80% rarely or never expect anything in return for their kind acts

  • 20% only occasionally expect something in return

  • 88.9% do not actively use the mindfulness apps they once used

We conducted 5 user interviews and collected 10 survey responses to determine users feelings around kindness and mindfulness. We found that by and large, users do kind things for others for the sake of being kind and because it makes them happy to do so. Additionally, we found that the current app solutions for cultivating kindness and mindfulness are not serving users effectively. Many mentioned using Calm, Headspace and Muse in the past, but not using these apps beyond the trial period.

At this point in our research, we knew we needed to pivot and differentiate our app with the top mindfulness and positivity apps on the market. We conducted a competitor analysis to determine what the other apps are doing right and what is causing their retention issues.

Key Takeaways from Research

  1. Kindness is openness to help and do things for others

  2. Users don't want to help people who aren't receptive

  3. Streaks, rings, showing progress and rewarding keeps users engaged

  4. Users leave most mindfulness apps after the trial period ends

Using insights from our survey responses and interviews, we developed an affinity diagram as a group. Above are our key takeaways from our affinity diagram.

Research Defined

User Insight

People WANT to be more kind.

Our user, who is concerned with people around her, needs a simple and consistent way to be kind to herself and others because she enjoys the feeling she gets from helping other people.

UX Hypothesis

Proximity is important.

People will be kind to members of their community as it is mutually beneficial. The theory of mutualism suggests that people will be kind, even to strangers if they are members of the same group.

Source: Science Direct

Ideation

User Persona

To begin ideating, we revisit our user with greater insight. This user felt so different from our proto persona, so we renamed her, aged her up a bit, gave her a new look and adjusted her goals. She still doesn't like the existing positivity and mindfulness apps on the market but her motivation has since changed. She is looking for a solution to cultivate more kindness in her life, because it makes her happy to be kind to others.

Feature Prioritization Mapping

At this point in the process our app begun to take shape. Kindful will be an app that provided opportunities for users to engage with their community by completing and requesting acts of kindness. There would be a focus on gaining points and leveling up to encourage users to continue to engage with the app.

Storyboard

Prototyping and Development

Task Flows

  1. Sign up for the Kindful app and view the tutorial onboarding screens

  2. Complete an act of kindness for a neighbor

  3. Request an act of kindness

  4. Check weekly Kindful status on an Apple Watch

Sketching and Wireframing

Low Fidelity Usability Testing

Four usability tests were conducted and had the following success rates.

  • 100% sign up for Kindful and view onboarding screens

  • 62.5% complete an act of kindness for a neighbor

  • 75% request an act of kindness

  • 87.5% check weekly status on an Apple Watch

Key takeaways were renaming our “task” page to reflect the primary feature of our app, which is to facilitate acts of kindness. We also needed to further clarify the app concept by adding images and copy to more screens.

Style Guide

Refinement

High Fidelity Usability Testing

We iterated to high fidelity and then conducted another 4 usability tests.

  • 100% sign up for Kindful and view onboarding screens

  • 100% complete an act of kindness for a neighbor

  • 100% request an act of kindness

  • 100% check weekly status on an Apple Watch

A big improvement from the 1st round of testing, but there were still small edits we needed to make after testing like ensuring the iOS Home Indicator remained in view at the bottom of each screen.

Future Iterations

  • Test messaging component, so that communication between users could be regulated

  • Expand the rewards and badging for required points

  • Partner with local organizations and stores to offer discounts or coupons in exchange for acquired points

  • Build a community section that could have blog posts about how to do good locally and volunteering opportunities

  • Donation opportunities as rewards for acquired points

Kindful Marketing Page

Hi-Fidelity Mobile Prototype

Hi-Fidelity Smartwatch Prototype

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