Momu.

Study app that addresses problems students’ face with their study habits.

Momu Logo
Landing Page
Dashboard
Calendar

Introduction.

  • Brief: Create an application which addresses the behavioural change domain.
  • Focus: Improving study behaviour.
  • Goals: Help students organise their schoolwork, manage their time efficiently, and avoid distraction from their mobile phone.
  • Team: The project was conducted in a team of four. Each member was designated jobs at each iteration.

Responsibilities:

Management of the project as the Team Leader.

  • Sprint planning and job delegation.
  • Report writing.

Contribution:

  • Quantitative and qualitative data collection and research.
  • Contextual inquiry, conceptual design, affinity diagrams and UX goals.
  • Creation of wireframes, user flows, personas and storyboards.
  • Assisted with the low-fidelity prototype design using Adobe XD.
  • Usability testing - Surveys, TAM, Benchmark Tests, Think-aloud protocol, Pluralistic walkthrough and Heuristic evaluation.
  • Identification and application of ethical principles relevant to the project.
Design Process

Research.

How can we design an application that will improve student study habits?

Contextual Inquiry

Contextual Inquiry was conducted to get to know the intended users of the app. The following methods were used to collect information from potential users to aid in the formation of the conceptual model.

  • Online surveys - Gain insights on user needs and behaviour regarding study.
  • Interviews - Gain more in-depth insights by asking open- ended questions to find out about study habits, needs and values.
  • Research of existing applications - Provided information on current features and functions. The online user reviews were also analysed to understand user opinions.

Contextual Analysis

The information gathered during the contextual inquiry set a foundation for the design of the application. There were 19 responses to the online survey and seven interviews conducted of students at the university and close acquaintances. Some key statistical insights regarding motivation to use the app included:

External factors:

  • Functionality (approx. 84%)
  • Interface design (39.5%)
  • Reward (27.9%)

Internal factors:

  • Difficulty managing study time (75%)
  • Trouble staying focused when studying (80%)

Card Sorting and Affinity Diagrams

To help organise the insights particularly from the interviews card sorting was conducted. The results from the card sorting were re-organised again using affinity diagrams and were classified based on their themes.

  1. Study habits
  2. Difficulty met during study
  3. Functionality

Below is a summarised example of the affinity diagram my team and I created.

Affinity Diagram

User Insights:

Image - Distractions from social media

Social media and internet are the main distractions from studying.

image - Time saving

Convenience and time saving are important for note taking.

Image - Simplicity

Simplicity is the key for the interface.

Image - Planning

Users feel a need for task prioritisation and planning.

Image - Rewards

Rewards enhance user motivation.

Image - Difficulty remembering

Users have difficulty remembering what they have just learned.

Conceptual Design

Once the insights were identified, they led to the creation of system requirements, specifications, and conceptual designs. The conceptual design consisted of a one-sentence problem statement, a high-level description of how the system worked, an interaction paradigm, an interaction mode, and key interface metaphors.

Personas.

Target audience:

  • Primary users: Students from all levels of study (primary students, secondary students, university students, etc).
  • Secondary users: People who do not use the app for their studies but for daily tasks in their life.
  • Tertiary users: Schools and Universities would be able to recommend this app to their students.

Example:

This persona was established based on qualitative research conducted through interviews. It represents a student who is familiar using apps to help her study and would be a typical user of the application.

Image - Persona Momu Application

Scenario.

Purpose:

Creating a scenario assisted visualising how a potential user may interact and recognise potential issues.

User story:

Sarah has been procrastinating from studying after dinner.

Image -Scenario Momu Application

Paper Prototype.

After conducting the research, empathising with the users needs and experience and identifying insights, a low-fidelity paper prototype was created. The prototype was then tested and documented using a specified task list with five participants following with a questionnaire. In order to understand people’s overall impression and identify the potential issues a TAM test was also conducted to guage the usability of the system.

The participants gave valuable feedback including:

  • The virtual pet should be shown on every page.
  • The theme of the app should be the virtual pet, as it was seen as a selling point.
  • The virtual pet should be interactive and maybe some motivation notifications can be added.
  • The titles beneath each section on the navigation bar is redundant as there is already an icon.

The paper prototypes below are examples of the Dashboard, Calendar and Study Timer.

Dashboard
Calendar
Timer

Wireframes.

The wireframes were created using Adobe XD after the paper prototyping was completed in cycle 1.

Dashboard
Calendar
Timer

VISUAL DESIGN - Components.

Software – Adobe XD, Illustrator and Photoshop.

Based on user research the visual design needed to be clear, consistent and simple. Research indicated that buttons were too small in previous iterations so they were altered to be bigger. Users indicated that categories needed to be colour coded so this was altered to enhance consistency.

Colour Scheme
Elements
Font
Logo

Final Prototype.

Software – Adobe XD

Dashboard

Reflection.

This project was an excellent experience to learn how to design following the UX lifecycle template in a design team responding to a brief. It provided comprehensive understanding of iteration cycles to advance from paper prototyping to a functional high-fidelity prototype. Being a university project, it was also a great opportunity to apply theoretical understanding to the processes followed and justify why they were undertaken. I found that understanding the theory of Human Computer Interaction enabled a deeper appreciation on how humans interact with technology.

During this project I learned to organise and manage a team to meet weekly sprints so that the tight deadlines could be met. I found the testing periods to be extremely beneficial to collect qualitative and quantitative data to justify the decisions made at each iteration. To improve the application, I would have liked to do another iteration phase to respond to the feedback obtained from the pluralistic walkthrough and heuristic evaluation.

Final Thoughts:

The High-fidelity prototype was a great achievement after four months of hard work and fast learning. The team was proud of the final product as it responded to the brief and was focused on improving the experience for the users based on real data. The project provided a comprehensive understanding of the complexity of creating a prototype that seeks to solve a problem to improve people’s lives, in this case the study habits of students.

Feel free to contact me. I’m looking forward to working together and discussing new ideas.

Back to top ...