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Overview


Wow!Systems

Our Client Wow!Systems is a multimedia agency and software house headquartered in Funchal, Portugal. They develope mobile and computer applications as well as interactive multimedia installations for tourism, museums and brands.



Project Brief

They approached our team with the intention of developing a concept where users engage through a social network to share their emotions. This concept could leverage technologies that promote engaging in healthy activities, with the overall goal of increasing their well-being and personal growth.

Project Scope




Hunt Statement


“We want to study how people's routines and social networking behaviors relate to their emotional states in order to design a solution that promotes their daily mental well-being using technology.”

Research

We focused on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities there are to leverage the use of current technologies to improve people’s lives.

22
Research Papers
  • 3 Medical Journals
  • 14 Research Papers
  • 5 Articles
  • test
9
Expert Interviews
  • 4 Psychiatrists
  • 2 HCI Researchers
  • 3 Psychologists
  • test
27
Competitive Analysis
  • 8 Journaling Apps
  • 7 Mood-Tracking Apps
  • 5 Lifestyle Apps
  • 7 Sharing Apps
140
Survey
  • 140 Participants
  • test
  • test
  • test

Insights

Social Networks

Social Networks

People use social networks to share experiences that are similar to theirs. They ease communication for people with social inhibitions.

Creating fictitious self portraits are damaging. Feedback from others can be inappropriate.

Recording Experiences

Recording Experiences

Recording past experiences brings mental growth. Systems that promote recording and sharing past experiences nurtured supportive communities.

It should avoid focusing on negative emotions. It should not be limited to writing.

Advice and Suggestion

Advice and Suggestions

Activities that involve social interactions, contact with the environment and introspection improve mental well-being.

Interacting within a close group of friends was highly rated as having a positive impact.

Reading and viewing funny and entertaining content was seen as a positive activity.





Concept Probe

For 17 days, challenges were sent out to over 20 participants across the globe. These challenges were designed to break people’s routines. The participants’ entries were posted publicly for everyone to see. After this study, we interviewed our participants and discovered that they found:

Inspiration from people’s participation

Inspiration from people’s participation

Surprise element in the routine

Surprise element in the routine

Engagement in creativity

Engagement in
creativity

Connection with the exterior

Connection with
the exterior





Design




Picture
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Speed Dating

We used a Speed Dating technique to gather insights from potential users on how they felt towards some rules and mechanism of our application. We created a set of storyboards, each exemplifying a moment in the usage of our application. The storyboard would allow the user to put him/herself in the shoes of the persona and comment freely on the problems and solutions presented. These discussions were followed by semi-structured interviews.

Sep '14
Speed Dating
Concept

Concept Definition

From our first discussion we quickly created 3 interesting visions that could complement each other in driving user interest, potentially leading to more engaging sharing experiences. Based on the success of our Concept Probe study and its findings, we knew that creating a social platform where people participate in challenges that prompt them to get away from their routine was an exciting idea.

Sep '14
Picture
image

Paper Prototypes

We wanted our interface to have an underlying metaphor that would tie the concept together. We created 3 cohesive designs that we felt clearly demonstrated our metaphors. We developed 3 paper prototypes, after ideating an iterating on interfaces that would hold these 3 metaphors as their center. These prototypes were then shown and tested by 14 users, who went through a structured 45-minute think-aloud sessions, attempting to complete defined tasks when prompted.

Oct '14
Location
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Interactive Prototype 1

From testing the paper prototype we found that each prototype had it's strgnths and weeknesses, which we were able to combine into one design. We created and designed the screens for the application in Adobe Illustrator and then implemented them into an interactive prototype in Apples Xcode IDE. In total, we gathered insights from 31 participants, each test consisting of 15 minute Think-Aloud sessions and brief interviews, using the interactive prototype on the iPhone.

Nov '14
Location
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Interactive Prototype 2

Our main goal for this prototype was to refine the usability, with focus on the main navigation. This second interactive prototype is the result of a deep group discussion, and the design decisions were then translated to higher fidelity mockups on the computer. The Xcode code was also rewritten to allow for the new navigation and its new features, and to incorporate the new design assets. We tested it with about 10 users for 15 minute think-aloud sessions, followed by brief interviews.

Dec '14



Concept Video

Concept Features



Spark is a mobile application where everyone in the world participates in a single challenge every 25 hours. Each challenge asks you to perform an activity, capturing that moment with a photo, and then sharing it.

The sharing community is firmly rooted on anonymity, by not identifying its users in any way. It does not allow comments or “likes”, offering users the chance to express themselves without fear of judgment.



Every participation is shared between users around the world. There are two ways of displaying participations: ordered by time of posting and by location (using an interactive map interface).



As the user participates in different challenges over time, a record of his activities is always acessible. We encourage the user to relieve positive memories from the past, and take note of his accomplishments.



All challenges are user created and user voted, encapsulating the variety of cultures and ideas of its users. This means that everyday, a challenge is picked from the ongoing list of most voted ideas across the globe.

Our Team

Meet the team that aims to add that little spark to people's lives.

Alejandro Machado

Born and raised in Venezuela, Alejandro holds a Bachelor’s degree in Computer Science. He always looks for an excuse to travel, go out in nature, and experience new things.

André Aguiar

André has a background in Interactive Media Design. He hopes to create simple, clean and memorable user experiences.

Arundhati Basu

Born in India and brought up in Dubai, Trixy’s past work includes creative and marketing strategy for digital and social media, requirements gathering for projects, user interface and interaction design for different platforms.

Rui Marcalo

Rui Marçalo

Rui was born in Portugal and holds a previous Masters in Medicine. He aims to create simple, yet engaging solutions to a variety of complex problems across all types of media and platforms.

Sponsors