Overview
The "Lung Love" project is an initiative aimed at developing an app to support individuals in quitting smoking. It involves a comprehensive approach that includes surveys and interviews to understand the needs and preferences of the target community. Key findings from these studies have informed the app's design, focusing on features like health and finance tracking, gamified achievements, and community support. These elements are tailored to motivate and assist users in their journey to quit smoking, emphasizing a user-friendly and trauma-informed design.
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Timeline: Oct 2024 - Dec 2024
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Team: 5 members
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Role: UX Research, Analysis, Ideation, Brain Storming and Sketching, User Interviews, Surveys, Wireframing and Prototyping
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Tools: Figma, MIRO, Slides & Spreadsheet
Motivation
We have seen a lot of people who started quitting smoking but haven’t been successful. Our motivation behind this project revolves around understanding the emotional and psychological journey of people who want to quit.
It was really important to create an experience that didn't make them feel judged or overwhelmed. We wanted to make sure that people felt supported, motivated, and educated so they could overcome their moments of weakness.
Methodology
Quantitative: Surveys
This involves creating a structured set of questions to gather specific data from smokers. The responses are analyzed, providing insights that inform the interview phase and app design.
Conducting interviews with active smokers offers deeper, more personalized insights than surveys. These discussions help understand the nuances of smokers' experiences and attitudes, contributing to a more user-centric design for the app.
This involves analyzing user reviews of existing quit-smoking apps, both direct competitors and related apps. The focus is on identifying common pain points and issues faced by users, which can then be addressed in the "Lung Love" app to improve its effectiveness and user satisfaction.
Qualitative: Interviews
Qualitative: Thematic Coding
Data from Survey
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Demographic Information
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Age range, gender, geographic location
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Smoking Habits
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Duration of smoking
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Average number of cigarettes smoked per day
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Attempts to quit or not to quit
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Interest in a Gamified Quitting App
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The interest level in using a gamified app for quitting
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Specific features of interest, including daily progress tracking, community, etc.
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Data from Interview
Followed up with selected surveyors over Zoom and on the phone.
Findings include:​
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Motivators for Quitting
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Health concerns, especially if effects are noticeable.
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Economic factors, tracking expenses, and saving money.
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Gamification and Tracking
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Interest in a visual representation of smoking habits.
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Gamification is a potential design element to engage users.
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Concerns about guilt-driven design approaches.
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Thematic Coding
Examined reviews from other existing smoking cessation apps to get a sense of what was already out there and what the user pain points were on these platforms. We looked at three direct smoking apps, meaning these apps were also strictly for cigarette smokers, looked at about 50 reviews per app, and used the coding method to identify different themes and the relationships between them. Some of the main themes encompassing the three apps include:
Main Themes from Direct Apps
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Overall Progress
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Tracking of time spent not smoking, money saved, achievements earned, health gained.
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Community
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Extremely helpful to their journey, allowing them to interact with others who are also quitting for support.
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Document of Analyzed Data (Direct): View
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Analyzed Data: Indirect competitors
The analysis of indirect competitors, specifically Grounded, I am Sober, and Quit Vaping apps, reveals two central themes from user reviews that are critical for the development of quit-aid applications.
1. Customization and Individualization: Users across these apps have underscored the importance of features that cater to their unique quitting journey. Key aspects include:
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Enhanced Tracking Options: Users are looking for more than just standard sobriety tracking. They desire tools to monitor various elements of their quitting process, such as emotional states, specific triggers, and personal objectives.
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Personalized Guidance: There's a notable preference for apps that offer advice and tips tailored to the user's own data and progress in quitting. This personalized approach helps in making the journey more relatable and effective.
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Diverse Quitting Strategies: The feedback indicates a need for support in various quitting methods, not limited to abrupt cessation. Users are interested in gradual reduction techniques and other alternative approaches.
Community Engagement and Support: The aspect of community within these apps is vital, but users are seeking a deeper level of interaction and connection. This includes:
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Dynamic and Engaging Forums: A desire for more lively community spaces where users can share experiences, provide support, and engage in group activities is evident.
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Emphasis on Collective Experience: Users suggest a shift in focus from individual recovery to building a sense of community and shared objectives, enhancing the feeling of belonging.
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Targeted Support Groups: There is a call for specialized groups or resources within the app communities to cater to users with specific dependencies or complex situations.
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Document of Analyzed Data (Indirect): View
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Analysis
Pains
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Social Discomfort
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Hesitation in Discussion
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Health Disregard
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Scheduling Conflicts
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Negative Reinforcement
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Lack of Role Models
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Fear of Future Health
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Skepticism Towards Apps
Gains
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Peer Influence
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Openness to Digital Aids
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Interest in Gamification
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Seeking Continuous Motivation
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Awareness of Tracking Benefits
Persona
Design Requirements & Constraints:
Requirements
Implementation from the findings that needed to be included in the final product:
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Health tracking
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Finance tracking
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Achievements for gamification
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Community
Constraints
Limitations or restrictions in the design process created by factors which cannot be fixed:
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Manual logging
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Limited forms of Automation possible
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Involving Trauma Informed Design
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Negative light of medical issues
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Sensitivity needed
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Ideation:
User Flows:
Lofi designs:
Prototype:
Learnings:
Throughout my journey with the Lunglove project, I had the opportunity to dive deeply into the world of trauma-informed design. As I worked on designing a quit-smoking application, I realized the importance of integrating empathy into the user experience. By engaging with users, I became more aware of the emotional complexities of quitting smoking, and how design can play a crucial role in supporting users through their journey.