TIMELINE
January 2023 - May 2023
ROLE
UX Design and UX Research
Created with Figma
OVERVIEW
VapeEscape: Gamify Your Journey to Quit Vaping
VapeEscape leverages the power of gamification to help young adults quit vaping. By incorporating engaging features such as badges, betting, rewards, and accountability partners, VapeEscape transforms the challenge of quitting into a motivating and enjoyable experience.
Designed with a vibrant and user-friendly interface, VapeEscape keeps users engaged and committed to their vape-free journey. With a focus on making quitting fun and interactive, VapeEscape is the ultimate app to help you take control and quit vaping for good.
Design Solutions
The feed page for friends and the community tracks friends' progress and serves as a hub for sending notes of encouragement, helpful tips, and advice. This space fosters a supportive environment where users can connect and motivate each other in their journey to quit vaping.
The comprehensive dashboard: Designed to motivate and encourage users by providing a holistic view of their progress. It features a leaderboard to track your ranking among peers, displays the time and money saved since your last vape, and showcases the badges you've earned, celebrating your milestones. This layout ensures that every time users open the app, they feel a sense of accomplishment and gain a well-rounded overview of their journey towards quitting vaping.
The "Bet on It" page empowers users to place bets on their own progress, incentivizing their journey with potential rewards. This feature adds an engaging, competitive element that motivates users to stay committed to their goal.
Local restaurants and businesses will offer exclusive deals, driving increased traffic to their establishments. This mutually beneficial arrangement not only provides users with valuable incentives but also supports and promotes the local economy.
RESEARCH
USER INTERVIEW GOALS AND FINDINGS
The objective of our interviews was to gain deeper insights into the pain points associated with quitting vaping and to identify additional challenges faced by teens and young adults in their journey to quit. We also assessed the various avenues they have previously taken in their efforts to quit, aiming to understand what has and hasn't worked for them.
SAMPLE INTERVIEW QUESTIONS
Tell me about your current relationship with vaping.
On a scale of 1-10, 1 being they have no influence, 10 being I am extremely influenced, how do you think your peers or friends influence you?
Have you ever tried to quit vaping? If so tell me about that experience.
AFFINITY MAPPING
How might we?
How might we track and visualize the positive impacts of quitting vaping, such as improved health, financial savings, and personal achievements, to reinforce users' commitment?
How might we create a supportive community within the app that empowers users to resist peer pressure and make healthier choices?
How might we incorporate gamified elements that reward users for resisting peer influence and staying vape-free?
Mid Fidelity Mockups
Gamification features incorporated based on insights from user interviews:
Badges: Positive reinforcement, providing immediate rewards or recognition to encourage repeated behaviors
Leaderboard: Social Recognition and Competition, Leveraging social dynamics to motivate users through recognition and friendly competition.
Accountability Partners:
Accountability:
Principle: Holding individuals responsible for their actions through external oversight.
Reasoning: Accountability partners who can deduct points create a system where users are answerable to someone else, making them more likely to adhere to their commitment to quit vaping.
Social Influence:
Principle: Leveraging peer pressure and social dynamics to encourage positive behavior.
Reasoning: The presence of accountability partners who can deduct points can harness positive peer pressure. Users may be motivated to avoid vaping to maintain their points and not disappoint their peers.
Immediate Consequences:
Principle: Providing real-time feedback on behavior to reinforce learning and behavior change.
Reasoning: Allowing peers to deduct points immediately when a user vapes provides quick consequences, helping users associate vaping with negative outcomes, which can reinforce the desire to quit.
Betting:
Behavioral Economics:
Principle: Leveraging financial incentives and loss aversion to influence behavior.
Reasoning: When users place a bet on themselves, they have a financial stake in their success. The prospect of losing money if they fail can be a powerful motivator, as people tend to be more motivated by potential losses than equivalent gains (loss aversion).
USER INTERVIEW
User interviews were conducted following the design of a high-fidelity mockup. Participants were asked to navigate various sections of the app and complete specific tasks to ensure the design's intuitiveness. These interviews were held both in person and via Zoom
The user interviews indicated that participants generally found the app easy to use. While the overall flow and concepts were well understood, minor adjustments to the layout were suggested, and some prototyping flow errors were identified. These insights will guide refinements to enhance the user experience and address any identified issues.