Rutinapp
Personalized daily routine App prototype. Design sprint agile methodology.
Rutinapp is the prototype of a mobile app which allows users to establish their habits and customizable routine according to their likes and personal motivations.
Role
UX Researcher | UI Designer
Used tools
Figma | Trello | Miro | Maze | Whimsical | Google Forms
Skills
Design Sprint | UX Research | UI Design | Testing | Prototyping
Project duration
1 week
Justification
This project has been created as a class work starting with a problem question: How to contribute with technology to increase people’s self-confidence? By user experience research using design sprint agile methodology was determined that one of the possibilities to do it was creating a mobile app which allow users to discover their strengths and advise them a routine according to their personal likes to increase their self-confidence.
Research: Uderstanding
The first step to execute the research process were propose some sprint questions by a brainstorm with all the members of the team about the possibilities user could have when using the app, then were made a consulting with a psychologist expert in depression where were made a series of concrete questions whose answers were helpful to solve concerns about the topic and direct in the right direction the functionalities that might be or not included in the project.

Subsequently, we proceeded with a first categorization filter using the how might we technique which retake the questions of the sprint questions step, in this process were discarded those things who wasn’t useful for the app’s concept and the remaining were organized in 8 different categories: technology, social, use and utility, security and account, design and visual elements of the app, user impact, progress recordings and professional accompaniment.

Using a road map, were created the routines for 3 fictitious characters whose were involved in different contexts and might be potential users of the app, with the purpose of being aware of their particular needs and might add additional useful functionalities, then, the teamwork made a review and vote of the best ideas, the results were included in later stages.
Research: Diverge & decide
At this research stage have been considered the previous process in order to generate ideas which may give solutions to the resultant questions of how might we process using techniques as notes, brainstorming, and crazy 8.

These processes took us to the preliminary outline of possible solutions to face the problem about how to contribute with technology to increase people’s self-confidence? after voting for the best ideas, the teamwork decided to design an app which might identify the essential personality aspects and likes of the users using an initial form. With the collected information, the app would suggest a routine according to the user’s free time availability, furthermore, they could set personal goals that could be followed, will be suggestions of activities that could encourage them to develop new skills through which they could find and affirm their strengths to prove themselves what they are capable of and their self-confidence to increase.

From this point on, the team was dissolved for each member to have a unique design, as the project idea was clear and after a review of the desired functionalities, a visual inspiration search was made in order to recognize the actual tendencies of design and then was made the wireframing process to have a preview of the general scheme the app would have.
Prototype
The prototype was made using Figma as the main tool, considering essential design items as color, which was used with principles of color physiology. For the text, was used sans serif typographic styles in order to maintain a modern and minimalistic appearance. There were also used icons to make the interface more attractive to users.

Colors
#9CD0B1
#2F2E41
#505050
Fonts
There were designed onboarding screens, the questionary to discover interests and likes of users, a home page, a navigation menu as overlay frame, a suggested routine with the option to add events, a day’s score screen, a skills progress summary with the option to display daily, weekly or monthly results.

If you are interested in the project’s prototype process, you may click here to access the Figma project.
Testing
For testing process were used Maze app and a related Google form. The user had to complete six missions on Maze related to the navigation on the app’s prototype and at the end of each one, through the form were made some specific questions about design, usability and experience perceived of the completed mission to get more information about their perceptions while using the prototype.

This stage had the participation of 16 people and throw successful results, Maze gave a 65/100 score and with the Google form received information, was made an analysis which allowed to identify issues to improve about the app’s usability and design which were successfully solved.

If you are interested in the project’s testing process, you may click here to access the entire score inform in Maze App.
Learning
Due to the used methodology, this project gave me the chance to work in a collaborative ambience, letting us have more ideas, questions, points of view and contributions to the process. Considering that from the wireframing stage the team were dissolved for each member to have the chance to create its own design, it was very interesting to see how using the same topic and idea, resulted in totally different designs because each designer gave it its personal touch.

I learned to listen and discuss different ideas as a team member, how to use testing tools and use them with real people who gave us their feedback to improve the basis we had, and I learned to recognize the importance of the user experience in design and development of apps and websites.