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Amigo

A personalized virtual avatar installed on your computer as an extension that can help you avoid overworking, suggest mindfulness activities to boost focus and use machine learning to understand your feelings and provide the best emotional support.

Role
UX/UI Designer
Duration
32 weeks AUG 2022 — APR 2022
Tools
Figma Adobe Illustrator
Team
Advisors
Graham Newman Gordon Candelin

Project Goal

My initial thought is that young adults are having hard time balancing work and break time, which could lead to serious health issues. My goal is to develop a design solution for people who overwork to improve their work-life balance. I started by doing primary research to find the actual pain points.

Project Timeline

Project timeline in a format of 32-week time table which is divided into 5 steps of design thinking framework; empathise, define, ideate, prototype and test.

Reflection

However, 3 out of 9 interviewees didn’t actually match the criteria due to miscommunication.

Reflection

We didn’t do the user interview due to limitation of time, which I regret not doing so since we lose chance to gain more insight

How I started...

As the term “Toxic productivity” is very new, there were not that much data I can find through secondary research.  I decided to go straight to user interview to find out if others are having the same productivity problem as I am, and what their actual pain points are.

Potential user interview

I have defined the criteria for my interviewees, as a first step to scope the target group. I screened the interviewees by showing them criteria and ask if they think they match.

User Research Overview, Research Question: "Why d thy have to work so hard?", "Is there any cultural issue that influence them? How?", Method and Approach: Ask if participants math the criteria, Online video call interview session. Participants Criteria: 1.Feel guilty when being unproductive 2.Feel that they work harder than others 3.Addicted to working so much that it affect their health. Participants.:6

During the interview session, I asked about...

Why do you think you match the criteria? How does overworking behaviour affects your life? How do you deal with the negative consequences? What exactly are you trying to achieve with productivity?

We also discussed social and cultural issues to see if there are any factors that influence their habit. I also asked interviewees to describe their daily activities. The working-from-home and COVID-19 issues were discussed as well.

User interview summary, consisting of interviews demography, pain points, goals and related factors.

Defining pain points

From 6 interviewees, 3 pain points are found. To tackle the second and third pain points, I may need close consultation with mental health expert, which may be too advanced for an individual college project. That’s why I decided to tackle the first pain point.

Pain points 1.Cannot manage time to take breaks leading to physical health issues 2.Want to become more competent 3.Fear of other's negative perception Suggested Solutions: Problem-based; Planning - Clarify the boundary between work life and personal life, Cognitive-based; Mindfulness - Be aware of what you are doing; Compassion - Be kind to yourself

I had an expert interview session with a psychology professor who suggested 2 types of solution.

Problem-based solution is for people who have problem managing time which is not what my target group are facing.

Cognitive-based solutions tackle this problem mentally, by helping people become mindful and be kind to themselves.

Persona: Diona, 22 years old, college students Pain: Cannot manage time to take break, Not being aware of their physical condition when working for too long, Exhaustion for overwork affect health condition both mentally and physically Gain: Become successful in the future, Get a scholarship, Work abroad Reality: Go to doctor Talk to friends Force themself to  stop working (which is rarely effective)

The problem my targets are facing is the inability to stop working, so cognitive-based solution might work, if we can make them become more mindful about their physical condition.

Reflection

We only focus on fixing the mentioned underwater issues. What we lack is the user research.

Note

1 hour to 15 minutes is the approximate work-to-break ratio that can maximise productivity.

Problem Statement

How might we fix being overworked By using machine learning and human-centred design. So that we are more aware of our work-life balance?

Need Statement

Diona, a college student who cannot stop herself from working, needs to take 15-minute breaks every hour in order to maintain a healthy work-life balance.

Exploration with sketching and making

I did many sketches and physical mockups. The biggest challenge is that many of my initial ideas already exist and are not ground-breaking enough.

Sketches of my initial ideas and photographs of paper mockups

Validate my ideas with users and experts

I finally came up with 3 possible solutions, and in order to validate these solutions, I talked with both potential users and experts.

Concept Testing Overview - potential solutions, Objective: "Which solution is the most preferred among users?", "Which solution has the highest potential, in expert view point?". Participants: 1. 5 potential users (The same people with previous interview session) 2. 2 psychologists (A recent grad. and a clinical psychologist . Method and Approach: 1. Approach both potential users and psychologists 2. Present 3 solutionscia zoom call (1.wearable object that annoy you if you don't stop working 2. virtual friend tha encourage you to take a break 3.  mindfulness kiosk that help you with focus and self-awareness) 3. Ask for feedback

Wearable Object annoys users by making loud noise, vibrating and flashing if users don’t stop working when it’s time. Both users and experts said that this method would make task-oriented people become more stressed.

Virtual Friend encourages users to take breaks and provides emotional support based on users' emotion. This is the most liked idea, as users prefer friendly way of encouragement to take a break rather than more aggressive method.

Mindfulness Kiosk provides mindful games that users can play in public, but many said that it could be combined with the virtual friend idea.

Possible solutions: 1. Wearable object that annoy you if you don't stop working 2. Virtual Friend that encourage you to take a break 3. Mindfulness Kiosk that help you with focus and self-awareness

Combining ideas

Users and experts said that the mindfulness game idea and the viertual friend idea could be combined. These two ideas also have strong points that can compensate for each others’ weak points.

Mindfulness Kiosk provide mindfulness activities but cannot distract user from work and can make user awkward using it in public. Virtual friend can distract user from work and can be used anywhere. It can also suggest activities to do during break and provide emotional support.

Machine learning and human-like AI

The virtual friend idea started with the idea of giving emotional support, so I want the virtual friend to be able to understand users' emotion, so that the AI can become more human-like.

I came across machine learning and found out that it can train the virtual friend to detect users' emotion. Teachable Machine give me a better understanding of how machine learning works. Here’s how it works.

By using existing emotion detection model, we can use facial expression input from user and let the model identify those expression as emotional state, which will result in virtual friend response to each emotion differently.

User flow

I created a user flow to show how virtual friend decides to respond in each scenario. This had been refined many times as the features have been developed through the design process.

User flow: Install > Onboarding > Work > (1. Time to take break > Virtual friend encourage user to stop working > [1. YES > 1.Leave work station 2.Mindfulness activities > Work] [2. NO > Virtual friend cheers user up > Work]) (2. Virtual friend detect users emotion > [1. Unpleasant emotion > Virtual friend encourage user to stop working] [2. Pleasant emotion > Work])

Wireframe sprint

I adapted the design sprint method into a wireframe sprint session, by setting a 10-minute timer and trying to finish the sketch. I repeated the session 2–3 times per each flow. This way I have more ideas that can be used or combined.

8-page wireframes of 3 flows: getting started, welcome and conversation. 4-page wireframes of 4 flows: setting time limit, leaving work space, mindfulness activities and virtual friend getting mad

Name and tagline

Amigo is a spanish word which means “friend”. I want the tagline to start with “A” so that it sounds more catchy.

The initial tagline was Avoid toxic productivity, but I got feedback from my advisor that it presents a negative proposition. Amigo is a solution but the tagline talks about the problem, so I changed it into Assure healthy work-life balance.

Potential names: Mindful Pal, Virtual Pal. Potential Taglines: Preventing toxic productivity, Maintaining healthy work-life balance, Improve toxic productivity, Pause for more productivity. Final Name and Tagline: Amigo, Assure healthy work-life balance.

Art direction

I started developing art direction by looking into references and create a moodboard. I want users to feel comfortable and calm with Amigo so I chose blue as primary color since it is associated with trust, peace and reliability. I use the sans-serif typeface to make the design looks clean and simple. At this state, I was not sure about the design of the avatar, so I did another concept testing of how avatars should look like.

User interface style guide, Mood Statement: Diona feels comfortable when working with virtual avatar. Style Keywords: Simple, Bright and Flexible. Tone of Voice: Honest, Empathetic and Supportive. Language: Illustrative and Interactive. Color: #2360FF Blue. Moodboard with 9 referencing images. Typograpy style. Name and Tagline: Amigo, Assure healthy work-life balance. Logo exploration.

Which avatar appearance would users like?

I did a concept testing to know which avatar direction is the most convincing one, including non-human, animals and human. The opinions went in the same way. Users said the human avatar would look fake and annoying, while non-human avatar was the most liked direction.

Concept Testing Feedback. Which avatar direction is the most convincing? Non-Human: Neutral - Can be developed into Thai belief theme, In-between freindly and aggressive vibe, Why ghost? Animals: Approachable - Can be like pet / approachable, Hard to show facial expression / gesture. Human: Fake and Annoying - Annoying, Looks fake, Ai cannot become human.

Bringing the avatar to life

Since non-human theme is the most liked and the one with more potential to be developed into customisable appearances with various facial expression, I developed the theme into a monster direction. The avatar will have irregular body shape and customisable colors.

Color sketches of avatars. 6 different looks including animal, ghost and monsters. 6 variation of blue monster. Final design of the avatar. 3 irregular body shape in grey-scale. 3 colors. 3 variations of eyes, ears and accessories of blue monster.

Fierce or friendly?

Based on data from user interview, some like friendly way of encouragement some like strict way. Users can also choose avatar’s personality, including Friendly, Neutral and Strict. Here are some samples of wording of each personality. All personalities are capable of showing empathy to users.

Avatar language sample of each personality. Friendly: Please don't push yourself too hard. Human need breaks, too! Time's up! Let's take a break. Shall we do the mindfulness games together? Neutral: Remember to follow your work-and-break schedule. It's time to stop. I suggest you do this mindfulness activity. Strict: You can work as hard as you want but I'll be very strict with your break schedule. Working time is over. Pause now and do the mindfulness activities.

Lo-fi prototype

This is actually done before establishing the art direction. I started with the onboarding flow which is the most challenging one, as it is the first impression of users. It is the part where users get to create their own avatar and introduce themselves. Then I created the start-working flow, which I had to design and visualise the work schedule with break time. The mindfulness games flow is really straightforward as the games already exist.

Low fidelity prototype overview of 3 flows, including 13-page onboarding flow, 5-page start-working flow and 4-page mindfulness activities flow.

Initially, users can only chose the pre-build appearance, activeness and personality. The avatar and user would firstly meet in a video-call-like session. The initial visual of work schedule replicated the clock, which is quite hard to understand.

4-page sample of low fidelity prototype, including the avatar selection page, personality adjustment page, meeting the avatar page and start working page.

Hi-fi prototype

After establish art direction and avatar design, I started exploring the user interface design. I start with the avatar customising part which is the first thing users will have to go through. At first I tried to create a simple flat design with only blue color but I wanted to make it looks more calm and comfortable so I added the gradient and use rounded corner elements.

9-page user interface exploration of avatar creation flow.

The first draft of hi-fi prototype includes the onboarding experience where users get to create their own avatar, introduce themselves and learn about Amigo, the start-working flow which show the work and break schedule, the stop-working flow when avatar ask if users want to leave their desk or do mindfulness games and the mindfulness games flow.

high fidelity prototype overview, including 26-page onboarding flow and 10-page mindfulness activities flow.

User evaluation plan

I conducted 3 types of user evaluation to test the first draft of my hi-fi prototype, each of which has different objectives.

Usability Testing lets users go through the prototype to know if the design provide good user experience.

Roleplaying replicates the real situation that users are going to encounter, by having users set their own 1-hour timer and call me when time is up, then I’ll sent the link to prototype which ask user whether they wanna leave desk or do mindfulness activities.

Concept Testing is done with users who are not available for roleplaying. I showed the same prototype as roleplaying and asked for feedbacks.

3 types of user evaluation: 1. Usability Testing: Does avatar creation flow provide good user experience? 2. Roleplaying and 3. Concept Testing: Does my proposed solution work in real situation? Is the avatar convincing enough?
User Evaluation Diagram, Usability Testing: Onboarding and Start Working, Roleplaying and Concept Testing: Start Working, Stop Working, Mindfulness Games and Leave Work Station.

Evaluation results

After conducting the tests with 4 potential users, I synthesised the data into the affinity diagram, grouping similar feedbacks together.

To summarise, user experience of Amigo can still be improved. Users need more guidance of how to use Amigo, and some icons and captions are still confusing. Roleplaying result showed that mindfulness games can really help with focus and consciousness, but the avatar need to be more convincing.

User Evaluation Result" Usability Testing:Don’t know how to start customizing Instruction is unclear Some icons are misleading Users don’t want to read long text. Roleplaying-Concept Testing: Mindfulness game: help users become more conscious and calm Amigo: help users set deadlines for each task hourly. Avatar has to be more persuasive.

Improvement after evaluation

As the senior project submission schedule is very tight, I do not have much time to improve every details of hi-fi prototype. That is why I only refine the screen that would appear in the final outcome, which is the motion graphic video I have shown in the beginning of this case study.

Users said the hierarchy of each customisation is not obvious enough, so I moved avatar appearance and activeness to the same page, and leave the naming part to the last, since users also said that they tend to name the avatar after seeing the appearance.

UI of avatar creation flow before and after testing

They also said that they so not understand how to customise the avatar, so I added the guiding session, when the avatar tell users what to do step by step.

UI of avatar creation flow before and after testing

I added the feature that allow users to customise the schedule before start working, as the time on the schedule doesn’t make sense. The colour contrast of work and break time is improved as it is not strong enough.

UI of start working page before and after testing

Landing page

We created the home page with recommended places, instead of using the map screen as home page. We also added the bottom navigation bar so that it is easy to switch pages.

Interactive prototype of sign up page, home page and filter on 2 phone mockupsInteractive prototype of sign up page, home page and filter on 2 phone mockups

The new design of location info sceen only shows level of crowdedness after first tap, as it is the data we wna t to emphasize. If users are interested in other information they can slide the sheet up.

Interactive prototype of search result which includes crowded location and location with fewer peopleInteractive prototype of search result which includes crowded location and location with fewer people

The pin color on the map also indicate the crowdedness level of that place. VACCAY also suggested the alternative places in “Similar Place” tab.

Interactive prototype of location information with similar places and reviews from other usersInteractive prototype of location information with similar places and reviews from other users

Users can save places they like and write reviews to help others know more about the place.

Interactive prototype of profile page, favourite places and my review

What I learned

I have a better understanding of the design thinking process. I get lost really often, not knowing what to do next. When there’s something I’m not sure with, I usually talk to potential users or experts. This is when I know how crucial primary research is.

The most crucial experience I gained from this project is the ability to discuss with other people. User research and evaluation are parts that I found most challenging at first, since I’m not really good at recruiting or talking with strangers. I’ve learned how to ask question that would lead to user insight and to talk in a way user would feel comfortable.

What I can improve

As this is a college project with limited time and resources, there’re many things I wish I could have done if I have more time. I want to discuss with machine learning expert to verify if it is really applicable, as I only have done secondary research about machine learning.

I also want to consider more about business aspect. If I want Amigo to actually launch, I may have to consider if building this product is worth it.

Lastly, I need more time with the hi-fi prototype. Throughout the process, I’ve spent a lot of time doing research and verifying the solution. As I have mentioned that at the end of project timeline, I spent time on final outcome presentation but the prototype is not completely refined. I would like to take time refining the pages that did not appear in the video.

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