UX
Case
StudY

UX/UI redesign of habit conditioning mobile app, KICKER

A hand holding a phone with the Kicker splash screen. "Kick the habit"
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OVERVIEW

  • Summary

    "Just another 10 minutes to go..."  Founded out of a desire to moderate smoke breaks, KICKER was initially developed to help regulate habits by wedging blocks of time between indulgences.

    Bolstering self control with timers and reminders, KICKER provides the structure and accountability users need to change their ways.

    Tested and designed in Figma during a four week, solo design sprint, this UX Case Study showcases how UX research informed the UI redesign of the beta KICKER app.

    "The chains of habit are too weak to be felt until they are too strong to be broken."
    -Charlie Munger
  • Role & Responsibilities

    UX/UI DESIGNER

    proto persona
    user surveys + interviews
    user persona validation
    User Story development

    User Flows
    Information Architecture
    Content Strategy
    sketch + digital Wireframes

    branding + ui design
    Clickable Prototype
    user testing
    Summary of findings

  • Problem STATEMENT

    Users need help forming and breaking habits.
    They need structure and accountability to assist with behavioral conditioning.
    They need real-time reminders that direct them to act or refrain, in order to build routines and achieve lasting change.

    The Reminder, Routine, Reward loop from James Clear's book, Transform Your Habits
    How might we facilitate the REMINDER, ROUTINE, REWARD loop in an app?
  • USERS & AUDIENCE

    CHEMICAL addicted
    BEHAVIORAL ADDICTed
    THE UNDISCIPLINED

    performance HACKERS
    self improvement TYPES
    TIME MANAGERS

    Men
    Women
    Ages 16-49

    Test the high-fidelity solution

    View Prototype
  • GOALS & REQUIREMENTS
    • Framework for forming a habit (KICK START) + notifications to encourage action
    • Framework for breaking a habit (KICK) + no notifications to discourage action
    • Continuous time tracking for users who have assimilated their new habit (KICKED)
    • Habit set-up form to outline goal + reasons why + rewards + pace
    • Tracking + statistics (Success Streaks)
    Starting and stopping habits involve similar frameworks, but are not the same:
    "Stop drinking"  ≠  "Stay sober"

Process

  • DISCOVERY & RESEARCH

    A screener survey of user attitudes towards habit formation found:

    32 out of 33 respondents want to break an existing habit or form a new one.
    People believe change is possible, but HOW does one do it successfully?
    The type of habit influences the frequency, duration and necessity of participation.
    • BEHAVIOR IS DEPENDENT ON THE USER + HABIT
    • HOURLY: Smoking, social media, hydration, affirmations, movement, eating
    • DAILY: Caffeine or alcohol consumption, exercise, meditation, snacking, dining out
    • WEEKLY: Dining out, alcohol consumption, rest day, shopping, cheat day
    USE CASES + PAIN POINTS
  • user personas
    Josh W.  |  KICKED SMOKING FOR GOOD
    • STATUS
    • 37 years old, male, in a hetero relationship
    • From Carlsbad, CA
    • Sober, reserved, hard working, structured, kind
    • BIO
      Josh is a Warehouse Manager at a popular brewery. He likes to grill, hike with his dog and girlfriend, and play in his adult softball league. Josh was a smoker for 13 years. He quit with the KICKER app in 60 days and has been smoke-free for 18 days.
    • GOALS
    • Make it to the one year mark smoke-free
    • Better lung capacity for physical activities
    • Save money for a down payment
    • FRUSTRATIONS
    • Stressful commute or situations at work
    • Smelling cigarette smoke/ seeing smoking
    "Now I'll be able to make a down payment on a  home with all the money I'm saving."
    Nikki d.  |  kick SOCIAL MEDIA
    • STATUS
    • 26 years old, female, single
    • From Eugene, OR
    • Witty, artsy, free spirited, friendly, activist
    • BIO
      Nikki is a barista and student of Thinkful's Software Engineering boot camp. She loves to read, practice latte art and bake vegan cookies.
    • GOALS
    • Graduate from her coding boot camp
    • Get hired as a front-end developer within 3 months
    • Be as productive as possible with a reasonable amount of coffee
    • FRUSTRATIONS
    • Unconsciously opening Instagram
    • App blockers that can easily be disabled
    "I really need to limit my time on social media.
    I would really rather create art on Canva, read or learn something new instead."
    MINDY O.  |  kick start PHYSICAL MOVEMENT
    • STATUS
    • 34 years old, female, mother of two, it's complicated
    • From Boston, MA
    • Hard working, clean, controlling, family-oriented
    • BIO
      Mindy has a lot of responsibility as a HR Manager and single mother of two young boys. She loves that her family lives close by, even though they can be overbearing at times. Mindy often gets asked if she is an influencer and loves fashion and crafting.
    • GOALS
    • Walk 1-2 miles with the kids daily, Monday-Friday
    • Lose the baby weight and improve circulation
    • FRUSTRATIONS
    • Falling off the exercise wagon after a good streak
    • When her kids when they have too much energy
    • Organizing visitation with their father
    "I need a fitness routine so I can feel my best mentally and physically for the kids and I."
  • Competitive Analysis
    • HABIT APPS BY NICHE
    • Productivity or habit forming apps  (Productive, Momentum Habit Tracker, Notion)
    • Smoking cessation apps (Quit Tracker, SmokeFree, QuitNow!, Flamy)
    • Sobriety tracking apps  (I am Sober, Nomo, SoberTool, Recovery Box)
    • App or website blockers (AppBlock, Offtime, Freedom, Moment)
    • Food journaling or nutritional tracking apps (Loose It!, MyFitnessPal, Noom, WW)
    VALUE PROPOSITION:  KICKER can be used to BREAK existing habits, not just form new habits.

    COMPETITOR ANALYSIS
    The main differentiation of KICKER is how it uses timers to regulate routines and that it can be used to break habits, not just form them.

    It's not enough to remind users to "X only Y times today." Users who are serious about making change need clear guidelines. The dichotomy of "Yes, you can (or should) X now" or "No, It's not time to X yet" sets KICKER apart from its competitors.

  • user flowS
    Primary user flows include 1. Initial habit set up  
    2. Checking in on the status of the timer of a habit
    User Flow Diagram for Habit Set Up

    NEW HABIT SET UP FLOW
    Like many forms, the user flow for a new habit set up is a linear process, regardless of their goal for the habit.

     A. KICK - The goal is to quit or moderate a habit
     B. KICK START - The goal is to begin or maintain a habit
     C. KICKED - The goal is to never do the habit again

    *KEY INSIGHT
    Initial iterations of the KICK (quit) flow, asked if users intended to quit or simply pace their usage.
    When only considering use cases like smoking cigarettes, we assumed users wanted to quit and the form was changed from "Do you want to wean off OR moderate?" to "What is your timeline for quitting?"
    Survey feedback revealed not everyone wants to quit a habit for good; many want to simply moderate their participation, like with sugar intake or social media usage. We changed the form back so users could opt for moderated usage or an exponential phase out of the habit.

    The User flow for the habit check in process

    HABIT CHECK-IN FLOW
    Humans are complex and our motivation varies from day to day. Though there are preferred user actions and outcomes, we designed for all possible use cases.

    KICK check-in (countdown):
     A. Time left on the clock - continue to wait
     B. Timer has reached 0 - perform the habit

    KICK START check-in (countdown):
     A. Time left on the clock - continue to wait OR do the habit early
     B. Timer has reached 0 - perform the habit, snooze the reminder OR skip it altogether

    KICKED check in (count up):
     A. Continuous counter - view timer (indicates passage of time since the change became permanent) OR restart

  • Sketches & WIREFRAMES

    User interviews concluded that users preferred to work on 1-3 habits at a time. This is likely due to Miller's Law, where the average person can only keep 7 (+/-2) items of information in their working memory at a time. Below are initial sketches of the home screen.

    Three example sketches of the homes screen

    Being able to quickly perceive how much time is left on the clock was an accessibility requirement (Perceivable Information.)

    A Sketched storyboard of the habit tracking process
    A wireframe of the home screen. The timer is paused.

    Timer status is communicated in 3 different ways to improve accessibility
     1. TEXT/ ANALOG representation
     2. DOUGHNUT CHART as a ratio of time elapsed over total time
     3. COLOR gradient fade from yellow to green as it wanes

  • vISUAL DESIGN & ux COPY

    MOOD BOARD
    In color psychology, Green represents ambition, growth, renewal and safety.
    Gray represents neutrality, reliability, maturity and balance.
    Black represents power, strength, control and success.

    LOGO ITERATIONS
    Font color, weight and capitalizations are used to create visual hierarchy and similarity. Bolded and capitalized san serif font, Sansation is used to command power and authority. The gradient green communicates progress or change, which aligns with the apps goals.

    MOCKUPS
    Dark mode was selected for its privacy and legibility. Timers drive user actions so the need for visibility of remaining time was required for:
    Efficiency of use: goals are easy to accomplish quickly and with few or no user errors
    Intuitiveness: the interface is easy to learn and navigate
    Low perceived workload: the interface appears easy to use

    3 iterations of the home screen. Wireframe through final

    GOOGLE SURVEY for VISUAL DESIGN + UX COPY decisions
    In this survey we asked questions like "which look do you prefer?" or "which word makes the most sense to you?" to hone in the best UI and suitable language.

    This feedback influenced design preferences for the final logo, content location, color gradation and terminology for commands to act, resist or permit. Survey data and UI research lead us from the wireframe on the left through the final design on the right.

    See the full survey here

    “Resist, as in resisting temptation, makes the most sense to me.” -Survey participant

ProTOTYPE

Test the hi-fidelity solution yourself

BUJU's hi fidelity home screen
View Prototype
  • USABILITY TESTING & RECOMMEDNATIONS

    Five Usability tests were conducted over the course of two days to gather feedback about the UX of the KICKER app.

    Task scenarios included creating a new habit to KICK and a new habit to KICK START, reviewing the completed form inputs, access motivational material for social media addiction, and pausing and restarting timers.

    All users were able to perform all task scenarios, however, most insights came from the qualitative feedback. Issues discovered during the usability tests, lead to the following solutions and recommendations:

    DISCOVERABILITY
    On two separate screens, users had difficulties discovering content under the fold. Layout and negative spacing were revised so that text was peaking above the fold and an indicative arrow was included so that users knew to scroll/swipe onwards.

    COLOR CONTRAST
    One test was performed on a person who experiences color blindness and they reported no issues with contrast and legibility. The question was first raised in the Visual Design & UX Writing survey, but had already been passed through the WCAG Contrast Checker with success.

    FORGIVING DESIGN
    In order to help users avoid making mistakes, appropriate warnings were used before an irreversible action is committed. A user that has been sober for 3 months for example, would be asked if they were sure they wanted to restart their timer to help avoid error and losing all their progress.

    UX WRITING
    Commanding language can be a put off and can even have a demotivating effect on users. The decision was made to avoid verbs that call for action, and instead inferential patterns were used, like simply seeing the timer reaching 00:00:00 as an inferred call for action.

FINAL THOUGHTS

  • OUTCOME

    ASSUMPTIONS: 
    1. People are able to perform the habit when the timer goes off
    2. People are serious and committed to quit their bad habit
    3. KICK START habits have no end date; The user evaluates when they feel like they have integrated the new habit into a way of being and can delete the habit then
    4. People will use the KICK function to quit and then use the KICKED function once they’ve successfully quit the habit

    WHAT DIDN'T WORK?
    Better quality survey questions would have provided more usable data. UX Writing, for example, yielded good responses but they couldn't be applied because questions were vague and grammatically incorrect.

    What surprised you the most?
    How few people had alcohol or cigarette addictions. The diverse applications this app can be used for was discovered through screener questions. Testers didn't try to scroll when they reached the end of content on a screen.

    What would you have done differently if given more time?
    It would have benefited us to speak to more subject matter experts to gain a deeper understanding of addictions and triggers.

    How will you use that information in the future?
    I am going to design surveys more thoughtfully and will use Maze for more quantitative data gathering.

    IDEAS FOR THE FUTURE:
    Gamify user success. If a social media addict can abstain 27 minutes after the end of their resistance interval, discipline points should be earned. Users who have high success streaks or discipline points can earn community recognition badges or unlock features.

Let's work together

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