top of page

Aquarius

An app that let's you focus on what is most important to you

About the project

Over the months while I was resting and rehabilitating after my knee surgery, I have noticed how much time I have started to spend on my phone. I felt that I was wasting time. Overuse of my phone resulted in unstable mental status on daily basis : lack of focus, tiredness, depression, and gain in weight. Something had to be done, and an app called "forest" came out of the blues. I decided to try making my own "forest", but with marine life instead of trees.

Note: "Aquarius" is a personal project I am experimenting on. It is still incomplete.

COVID-19 increased smartphone use in Korea

According to  survey conducted by Korean Addiction Forum (KAF) in May 20-29th with 1017 adults across the country, 44.3% agreed that smartphone usage has increased after Covid-19. Also, an estimated 49% spent their time on social media mainly for communication, 47.2% on reading news,34.6% on mobile shopping, and 29% on photos and videos. Not only did the usage time on smartphone increased, but 24% admitted using more time on online games. 



출처 : Soo-youn S., "Covid-19 increases smartphone use, reduces drinking". retrieved from the internet; https://www.koreabiomed.com/news/articleView.html?idxno=8642

Design process

KakaoTalk_20201208_011540504.jpg

Ideation - mind mapping

 

I realized that my previous group project, "Calypso" was somewhat similar in terms of user and idea. When mind mapping, it came to a certain point that people relied on smartphone on daily basis.

Who is the user? Me. Myself. and I.

A Korean girl in her mid-20s who is in need of help in focusing doing her works and quit phone addiction.

Understanding the user:

brainwriting, scenario mapping, and user story map framework

There are various UX tools that I could have used during ideation. But I wanted to know how I would feel if I used the app. I mapped out user journey that the user (myself) will have to go through.

  1. Before using the app : User will feel guilty of her actions.

  2. Initiating the app : User is determined that she will complete her task.

  3. Mid-point : User lacks focus because of her addiction, but she continues on with her task of leaving the phone alone.

  4. Reaching the end goal : User is satisfied of her achievment.

Here is what lacks: Reward.

What I needed now was something that was rewarding to a user who have completed the goal. This is where marine life comes into play.

Brainwriting.jpg
KakaoTalk_20201208_011540504_03_edited.j
User Story Map Framework.jpg
Information Architecture to Wireframing

Creating a quick information architecture leveraged in creating the wireframe and overall user flow. I created a quick information architecture of the app "Forest" as a reference. 

Prototype was created with Figma. Expand to test it in fullscreen.
Ongoing process.. but overall conclusion

I will have to think thoroughly about the colour scheme and mood for the final product. It's a shame that user testing was not conducted prior to iterative design and I have yet to create a mockup for this app. Here are key takeaways I've learned during the project:

- The app can be more simplified for a friendlier user experience. User testing is necessary if

- Figma is an awesome prototyping software. I will continue to explore with it

- Having a team would give me far better ideas, user flow, design, and overall result. Teamwork is everything.

- These kind of apps can be used in Addiction Centers, especially for teenagers.

bottom of page