instructional interactive UX systems
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inTouch 'inTouch' iPhone Weight Watchers App Design
 

Overview:
This design problem was intentionally created and assigned to our team with only limited and vague information. This required our team to not only serve the design needs of our client(s), but also narrow down and really find the 'core' of the design problem. This project wasn't about problem solving, it was about 'problem setting' and 'innovation'--two aspects that are very characteristic of design practice.

User Group:
There was one primary user group, and two clients that our team needed to design for. Our first client, Weight Watchers, requested that we design a mobile iPhone application for current Weight Watchers customers, who served as our primary user group. Our second client, however, was Apple, who wanted us to design an application that would be 'sticky'.

inTouch mockup 1inTouch mockup 2inTouch mockup 3
inTouch wireframes
WW Key elements WW Community Support
whiteboard whiteboard
inTouch Personas whiteboard
prototyping inTouch usability tests
inTouch taskflow mentor taskflow
user/mentor interactions

Design Goal:
We were to make the application we designed 'sticky', meaning, people would continue using it over time, and not quickly lose interest. We wanted to design an app that the customers would continue using, and something that would reinforce the WW program, as well as possibly helping to keep customers from quitting the program itself.

Problem Space:
There are a number of things that could be addressed in this problem space. Narrowing down and finding a 'core' helped our design team to innovate and create something new to address these problems.

After glancing at the technical specs of the iPhone. We began to narrow in on the core of this design problem.

Our Core:
"We want our design to keep Weight Watchers members connected...anytime."

If members could contact their community no matter where they are, with ease, then they would be more likely to stick with the program. A positive approach to overall health, focusing on what makes a particular individual healthy physically and emotionally would best address the customers’ needs.

Design Solution:
'inTouch' was the name of our iPhone app. The design revolved around a 'mentoring system' which connected WW customers with weight loss mentors, and also WW group members for support. It also incorporated a 'bulletin board' place where mentors could leave comments of support for WW members.

But why inTouch?

1.) Users would desire the design because it could help keep them on the Weight Watchers team—they could continue to feel good and be healthy.

2.) Customers would remain members of Weight Watchers even if they’ve completed their goals, and they could continue to use the application on the iPhone.

3.) Social value is the enterprise.

4.) It would encourage weight watchers customers to see the iphone application as a way to interact with their support group outside of the limited physical meetings

5.) It would encourage members who are near, or who have reached their goals, to stay in the program as mentors. People who have had success and are feeling good about themselves and the program may want to share that with others.

methods
Sketching
User Interviews
SME Interviews
Focus Groups
Affinity Diagrams
Prototyping
Mock Ups
Usability Testing
Reiteration
Model Formulation

 
tools
Personas
Photoshop
Powerpoint
Pen and Paper

 
collaborators
Joe Yelochan
Lorelei Kelly
Burr Walker

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