Surf Recovery App

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1.Design Challenge

Team Individual project

Project type Application design/ high fidelity prototype

BrainStation UX bootcamp diploma program

Timeline January 2020 - March 2020


As part of a course in UX Design we were challenged to utilize all of the principles we learned to design a prototype of a mobile app as a digital solution to a problem space of our choice

  • Discovery and Exploration

  • Primary and Secondary Research

  • Interviews

  • Experience Maps

  • Persona Development

  • Value and Business Propositions

  • Sketching

  • Wireframes

  • User Tests

  • Multiple Iterations

  • High Fidelity Prototype

  • Marketing Site

Keep learning about the users and test often!

Problem Space

Helping those in recovery from addiction

Research

I learned that there exists a real need for a centralized resource for those seeking to stay sober. I also learned that in the abstinence stage of recovery there is a need to learn coping skills

UX Strategy

Test early and test often

Visual Design

The power of words, colour and design could help de-stigmatize and normalize recovery, making it inclusive and accessible to anyone

Brand Strategy

Appeal to a wide variety of users. People from many facets of life choose to live a sober lifestyle. This app is not meant to replace any medicalized treatments that people with serious substance user disorders may need

Development

By demonstrating the positive benefits of my app, I hope I will be able to get funding to bring this project to the next level

2.The Problem Space

The Digital Mental Health Revolution

 
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Secondary Research

Key Findings

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Primary Research

Key Findings

This was by far the most powerful phase of my project. I interviewed 3 people and they were very forthright. They confided in me many heartfelt stories of their experience with addiction and the many tragedies as well as successes they had endured

  • Success in sobriety is dependent on early access to resources

  • People are not equipped on their own to manage urges and cravings in early recovery

  • Traditional programs (A.A) are not sought after among a younger population

How might we equip someone in the early stages of recovery with the skills to overcome urges and cravings and, conjointly, connect them with the right resources in order to prevent relapse?

3.UX

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Sketches

All of the findings and insights form first, on paper and then, on the Art boards of a digital design software called Figma

After I tested the sketches on users using the Marvel Pop App, I started creating the wireframes

I collected User Interface artifacts from other sites , gathering inspiration in the form of a UI Inspiration board in InVision

I looked into how to structure every element, making sure to constantly revert back to Material Design Guidelines for structure.

I chose an Android mobile as my Art board in Figma @ 360px x 640px

4.Wireframes

User Testing and Iterations

3 rounds

15 participants

I chose participants for my user tests using certain criteria

  • Canadian

  • In Recovery (preferably early) from drugs and/or alcohol

5.Visual Design

Visual Study

 
Click picture for a larger view

Click picture for a larger view

Moodboard

First iteration. Right from the beginning, I harboured a vision of a dark pallet with neon colours, highlights emphasizing light through the crack of a door.

Click picture for a larger view

Click picture for a larger view

Typography

First iteration. At first, I was attracted to the permanent marker type above and when I started creating the cards with colour, I used this typography for the journalling input.

Click picture for a larger view

Click picture for a larger view

Sketching Logo’s

With the name “Gateway” I started to sketch out potential logos and watermarks. Something just wasn’t right though and soon, because of a design critique with my colleagues I would change everything.

Final Version

Learning from my design critique guided me to a totally different design

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Light, Welcoming, Warmth, Hope

How would they want to feel when they opened the app? These are the sort of questions I asked myself moving forward with the visual design

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UI Inspiration

I found so much inspiration from Google and Dribble

 

6.High-Fidelity Prototype

Check out the mobile prototype

7.Development and Future

Imagine…

the radical idea of normalizing sobriety. Sobriety for Anybody. Let’s try to make it less intimidating and let’s try to connect people right away with the resources they need to succeed

Voice-Only Interaction study

Once I was done the app prototype and marketing site, I pondered what other platform the services could function with. Using automatic speech recognition and active learning software, our target user can complete the 4 coping exercises using a voice-only interaction. The voice software would be conversational, adaptable and relatable. This option would increase accessibility- providing an alternate option to typing or a screen-based interaction

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