Helping University Students Track and Understand Their Dreams

Health and Wellness - UX Design | User Research

Health and Wellness - UX Design | User Research

My Role

My Role

Product Designer
User Researcher

Product Designer
User Researcher

Project Timeline

Project Timeline

8 weeks

8 weeks

Tool

Tool

Figma

Figma

About the project

About the project

The purpose of this project was to swiftly build a minimum viable product (MVP), of a habit-forming mobile application, with a ‘fail early to succeed sooner’ mindset.

The purpose of this project was to swiftly build a minimum viable product (MVP), of a habit-forming mobile application, with a ‘fail early to succeed sooner’ mindset.

What's the problem?

What's the problem?

Students want to track and understand their dreams but struggle to recall them, leaving them feeling unsettled and curious about their meanings.

Students want to track and understand their dreams but struggle to recall them, leaving them feeling unsettled and curious about their meanings.

How might we help university students in regularly logging their dreams to provide them with insights into their dreams?

How might we help university students in regularly logging their dreams to provide them with insights into their dreams?

Project Overview

Project Overview

Business Goals

Business Goals

  • Design a habit-forming product, focusing on core features and MVPs to accelerate development.

  • Evaluate the product's desirability, feasibility, and viability in cost-effective manner.

  • Test the usability of the product features and gather user data for informed decision-making.

  • Design a habit-forming product, focusing on core features and MVPs to accelerate development.

  • Evaluate the product's desirability, feasibility, and viability in cost-effective manner.

  • Test the usability of the product features and gather user data for informed decision-making.

Impact

Impact

  • Achieved a 97% success rate in helping users to easily meet their goals, significantly enhancing user productivity.

  • Attained a system usability score of 85.5, reflecting the high usability and user-centered design of the product.

  • Increased user recommendations by 20%, showcasing the exceptional user experience and driving higher customer loyalty.

  • Achieved a 97% success rate in helping users to easily meet their goals, significantly enhancing user productivity.

  • Attained a system usability score of 85.5, reflecting the high usability and user-centered design of the product.

  • Increased user recommendations by 20%, showcasing the exceptional user experience and driving higher customer loyalty.

Problem Statement

How might we help university students in regularly logging their dreams to provide them with insights into their dreams?

DESIGN PROCESS

DESIGN PROCESS

Making sure I was whipping up a cupcake, not a whole wedding cake

Making sure I was whipping up a cupcake, not a wedding cake

In order to build a habit froming product, I employed Nir Eyal’s hook model. To understand user’s potential experience, I visualized how the user might use the product’s features at different phases of the hook model.

In order to build a habit froming product, I employed Nir Eyal’s hook model. To understand user’s potential experience, I visualized how the user might use the product’s features at different phases of the hook model.

Using the Kano model, I listed down potential product features. To ensure that I'm building an MVP and prioritizing core features, I performed a MoSCoW analysis.

Once it became clear what features the product would have, I created a user flow aligning with the Hook Model's trigger-action-reward-investment cycle.

Using the Kano model, I listed down potential product features. To ensure that I'm building an MVP and prioritizing core features, I performed a MoSCoW analysis.

Once it became clear what features the product would have, I created a user flow aligning with the Hook Model's trigger-action-reward-investment cycle.

DESIGN DECISIONS

DESIGN DECISIONS

Journey from sketches to screens

Journey from sketches to screens

I developed a functional prototype. Before finalizing the design, I sought feedback from my fellow UX designers. After considering their valuable input, I quickly iterated my design in a week by following Jon Yablonski's Laws of UX and Nielsen Norman Group's Usability Heuristics for User Interface Design before progressing to the next phase.

I developed a functional prototype. Before finalizing the design, I sought feedback from my fellow UX designers. After considering their valuable input, I quickly iterated my design in a week by following Jon Yablonski's Laws of UX and Nielsen Norman Group's Usability Heuristics for User Interface Design before progressing to the next phase.

Insight

Insight

Users struggle to recollect dreams daily, leading to irregular logging.

Users struggle to recollect dreams daily, leading to irregular logging.

Design Iteration

Design Iteration

  1. Made the progress bar simple and aesthetically pleasing.

  2. Added information banners to help users understand how the app’s reward system works.

  3. Got rid of the calendar.

  4. Added clear title to each section.

  1. Made the progress bar simple and aesthetically pleasing.

  2. Added information banners to help users understand how the app’s reward system works.

  3. Got rid of the calendar.

  4. Added clear title to each section.

Insight

Insight

Simplify the dream logging process to improve user experience and encourage more frequent usage.

Simplify the dream logging process to improve user experience and encourage more frequent usage.

Design Iteration

Design Iteration

  1. Reduced the number of steps for logging a dream and provided a progress indicator.

  2. Streamlined the input fields by adding the ‘choose a date’ field to help users log their dreams effectively.

  3. Got rid of main navigation and instead provided clear labels to help users efficiently log dreams.

  1. Reduced the number of steps for logging a dream and provided a progress indicator.

  2. Streamlined the input fields by adding the ‘choose a date’ field to help users log their dreams effectively.

  3. Got rid of main navigation and instead provided clear labels to help users efficiently log dreams.

MARKET Validation

MARKET Validation

Validating product features

Validating product features

I wanted to validate my idea early in the process to ensure I don’t waste time and resources creating a product that isn’t a good fit. I mapped risky assumptions about the product's desirability, feasibility, and viability onto a 2x2 matrix, measuring my knowledge of these assumptions and their business impact. Using pretotyping tools, I de-risked these assumptions by conducting experiments, transforming them into XYZ statements, and validating them.

I wanted to validate my idea early in the process to ensure I don’t waste time and resources creating a product that isn’t a good fit. I mapped risky assumptions about the product's desirability, feasibility, and viability onto a 2x2 matrix, measuring my knowledge of these assumptions and their business impact. Using pretotyping tools, I de-risked these assumptions by conducting experiments, transforming them into XYZ statements, and validating them.

My MVP's sweet spot: If all my assumptions are right, I can implement the product idea successfully.

My MVP's sweet spot: If all my assumptions are right, I can implement the product idea successfully.

Market Validation Results

Market Validation Results

DESIRABILITY

DESIRABILITY

15%

15%

students requested for their stats, when the stats were not sent for a week.

students requested for their stats, when the stats were not sent for a week.

FEASIBILITY

FEASIBILITY

50%

50%

students were able to log their dreams regularly for a week and received a dream interpretation. No students could recollect their dreams everyday for 3 weeks.

students were able to log their dreams regularly for a week and received a dream interpretation. No students could recollect their dreams everyday for 3 weeks.

VIABILITY

VIABILITY

20%

20%

landing page visitors showed skin in the game by providing their email address.

landing page visitors showed skin in the game by providing their email address.

PRODUCT FEATURES

PRODUCT FEATURES

Scan & experience the dream logging journey yourself!

Scan & experience the dream logging journey yourself!

Log dreams in 3 steps or save them as drafts!

Log dreams in 3 steps or save them as drafts!

  • Wake up and log your dream with a few quick taps! Just type in your dream, share how you're feeling, and pick the moods that match.

  • Got other things to do? No worries! Save your dream as a draft and finish it up later!

  • Wake up and log your dream with a few quick taps! Just type in your dream, share how you're feeling, and pick the moods that match.

  • Got other things to do? No worries! Save your dream as a draft and finish it up later!

Gain insights into your mood and dream analysis

Gain insights into your mood and dream analysis

  • Get detailed insights into your dream patterns and moods! Track your dreaming habits with weekly, monthly, or yearly stats.

  • Plus, you can share your stats with healthcare professionals for better guidance and treatment.

  • Get detailed insights into your dream patterns and moods! Track your dreaming habits with weekly, monthly, or yearly stats.

  • Plus, you can share your stats with healthcare professionals for better guidance and treatment.

Get weekly dream interpretations

Get weekly dream interpretations

  • Log your dreams regularly to earn a reward—an in-depth dream interpretation at the end of the week.

  • Select a dream for a detailed analysis of its meaning and significance.

  • Log your dreams regularly to earn a reward—an in-depth dream interpretation at the end of the week.

  • Select a dream for a detailed analysis of its meaning and significance.

USABILITY Validation

USABILITY Validation

I designed the usability test in three phases

I designed the usability test in three phases

EXPOSURE TEST

EXPOSURE TEST

I asked users to explore the home screen for a minute. They should tell me what tasks they think they can do there.

I asked users to explore the home screen for a minute. They should tell me what tasks they think they can do there.

TASK TESTING

TASK TESTING

I gave users tasks to test the app's intuitiveness, navigation, and user interaction.

I gave users tasks to test the app's intuitiveness, navigation, and user interaction.

FOLLOW-UP INTERVIEW

FOLLOW-UP INTERVIEW

This helps me understand user opinions on my product. Users can provide feedback or critique.


This helps me understand user opinions on my product. Users can provide feedback or critique.

Usability Test Results

Usability Test Results

USERS

9

9

Tasks

115 min

115 min

Testing Hours

Task Level Metrics

Task Level Metrics

SUCCESS RATE

CONFIDENCE SCORE

EASE SCORE

Test Level Metrics

Test Level Metrics

NPS

=

% OF
PROMOTERS

% OF
DETRACTORS

85.5

85.5

SUS

Future scope of the usability test

Finding

Finding

The information banners were meant to explain the app but caused confusion. Users tapped the banner to access Dream history, Statistics, and Dream Interpretations.

The information banners were meant to explain the app but caused confusion. Users tapped the banner to access Dream history, Statistics, and Dream Interpretations.

"At anytime I can just open the app and click on this tab to see my emotional health…"

"At anytime I can just open the app and click on this tab to see my emotional health…"

Insight

Insight

Communicate the purpose of information banners to users. Ensure they understand their function to reduce confusion.

Communicate the purpose of information banners to users. Ensure they understand their function to reduce confusion.

Finding

Finding

Users thought tapping on each section on the statistics screen would show more information.

Users thought tapping on each section on the statistics screen would show more information.

"…what are the possible ways to better my mood …tell me how I can improve…"

"…what are the possible ways to better my mood …tell me how I can improve…"

Insight

Insight

Allow users to tap on sections of the statistics screen for detailed information, enhancing interactivity.

Allow users to tap on sections of the statistics screen for detailed information, enhancing interactivity.

Finding

Finding

Users want to sort dreams by preference.

Users want to sort dreams by preference.

"…a filter would've been useful …to sort the list in the ascending or descending order of date"

"…a filter would've been useful …to sort the list in the ascending or descending order of date"

Insight

Insight

Users must be able to organize dream history by date using a sorting filter. This makes finding specific dreams easier.

Users must be able to organize dream history by date using a sorting filter. This makes finding specific dreams easier.

THINGS I LEARNED

THINGS I LEARNED

THINGS I LEARNED

Usability testing alone isn't sufficient to measure a product's success

Usability testing alone isn't sufficient to measure a product's success

Usability testing alone isn't sufficient to measure a product's success

While usability testing is indeed important for understanding a product's usability and user experience, I realised that it's more important to test the product idea itself. It's vital to test it early and pivot when necessary.

While usability testing is indeed important for understanding a product's usability and user experience, I realised that it's more important to test the product idea itself. It's vital to test it early and pivot when necessary.

While usability testing is indeed important for understanding a product's usability and user experience, I realised that it's more important to test the product idea itself. It's vital to test it early and pivot when necessary.

IF I HAD MORE TIME, I WOULD…

IF I HAD MORE TIME, I WOULD…

IF I HAD MORE TIME, I WOULD…

Have multiple test versions with a larger sample size

Have multiple test versions with a larger sample size

Have multiple test versions with a larger sample size

I would recruit more participants for the usability test and perform market research with a larger sample size. Although it's generally accepted that five users suffice for most user research I believe that the results may vary if the same research is done with a large sample size.

I would recruit more participants for the usability test and perform market research with a larger sample size. Although it's generally accepted that five users suffice for most user research I believe that the results may vary if the same research is done with a large sample size.

I would recruit more participants for the usability test and perform market research with a larger sample size. Although it's generally accepted that five users suffice for most user research I believe that the results may vary if the same research is done with a large sample size.

Perform market validation before building the MVP

Perform market validation before building the MVP

Perform market validation before building the MVP

Rather than working on multiple steps of the project simultaneously during the initial stages of research, I would take a step-by-step approach. This would allow for more iterations based on research and increases the chance of ultimately delivering a product that users need.

Rather than working on multiple steps of the project simultaneously during the initial stages of research, I would take a step-by-step approach. This would allow for more iterations based on research and increases the chance of ultimately delivering a product that users need.

Rather than working on multiple steps of the project simultaneously during the initial stages of research, I would take a step-by-step approach. This would allow for more iterations based on research and increases the chance of ultimately delivering a product that users need.

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Helping University Students Track and Understand Their Dreams

Health and Wellness - UX Design | User Research

My Role

Product Designer
User Researcher

Project Timeline

8 weeks

Tool

Figma

About the project

The purpose of this project was to swiftly build a minimum viable product (MVP), of a habit-forming mobile application, with a ‘fail early to succeed sooner’ mindset.

What's the problem?

Students want to track and understand their dreams but struggle to recall them, leaving them feeling unsettled and curious about their meanings.

How might we help university students in regularly logging their dreams to provide them with insights into their dreams?

Project Overview

Business Goals

  • Design a habit-forming product, focusing on core features and MVPs to accelerate development.

  • Evaluate the product's desirability, feasibility, and viability in cost-effective manner.

  • Test the usability of the product features and gather user data for informed decision-making.

Impact

  • Achieved a 97% success rate in helping users to easily meet their goals, significantly enhancing user productivity.

  • Attained a system usability score of 85.5, reflecting the high usability and user-centered design of the product.

  • Increased user recommendations by 20%, showcasing the exceptional user experience and driving higher customer loyalty.

PRODUCT FEATURES

Before we explore my design process, here's the final product: a dream logging application packed with essential features to help users track their dream patterns and moods.

Scan & experience the dream logging journey yourself!

Problem Statement

How might we help university students in regularly logging their dreams to provide them with insights into their dreams?

DESIGN PROCESS

Making sure I was whipping up a cupcake, not a whole wedding cake

In order to build a habit froming product, I employed Nir Eyal’s hook model. To understand user’s potential experience, I visualized how the user might use the product’s features at different phases of the hook model.

Using the Kano model, I listed down potential product features. To ensure that I'm building an MVP and prioritizing core features, I performed a MoSCoW analysis.

Once it became clear what features the product would have, I created a user flow aligning with the Hook Model's trigger-action-reward-investment cycle.

DESIGN DECISIONS

Journey from sketches to screens

I developed a functional prototype. Before finalizing the design, I sought feedback from my fellow UX designers. After considering their valuable input, I quickly iterated my design in a week by following Jon Yablonski's Laws of UX and Nielsen Norman Group's Usability Heuristics for User Interface Design before progressing to the next phase.

Insight

Users struggle to recollect dreams daily, leading to irregular logging.

Design Iteration

  1. Made the progress bar simple and aesthetically pleasing.

  2. Added information banners to help users understand how the app’s reward system works.

  3. Got rid of the calendar.

  4. Added clear title to each section.

Insight

Simplify the dream logging process to improve user experience and encourage more frequent usage.

Design Iteration

  1. Reduced the number of steps for logging a dream and provided a progress indicator.

  2. Streamlined the input fields by adding the ‘choose a date’ field to help users log their dreams effectively.

  3. Got rid of main navigation and instead provided clear labels to help users efficiently log dreams.

MARKET Validation

Validating product features

I wanted to validate my idea early in the process to ensure I don’t waste time and resources creating a product that isn’t a good fit. I mapped risky assumptions about the product's desirability, feasibility, and viability onto a 2x2 matrix, measuring my knowledge of these assumptions and their business impact. Using pretotyping tools, I de-risked these assumptions by conducting experiments, transforming them into XYZ statements, and validating them.

My MVP's sweet spot: If all my assumptions are right, I can implement the product idea successfully.

Market Validation Results

DESIRABILITY

15%

students requested for their stats, when the stats were not sent for a week.

FEASIBILITY

50%

students were able to log their dreams regularly for a week and received a dream interpretation. No students could recollect their dreams everyday for 3 weeks.

VIABILITY

20%

landing page visitors showed skin in the game by providing their email address.

USABILITY Validation

I designed the usability test in three phases

EXPOSURE TEST

I asked users to explore the home screen for a minute. They should tell me what tasks they think they can do there.

TASK TESTING

I gave users tasks to test the app's intuitiveness, navigation, and user interaction.

FOLLOW-UP INTERVIEW

This helps me understand user opinions on my product. Users can provide feedback or critique.

Usability Test Results

USERS

9

Tasks

115 min

Testing Hours

Task Level Metrics

SUCCESS RATE

CONFIDENCE SCORE

EASE SCORE

Test Level Metrics

NPS

=

% OF
PROMOTERS

% OF
DETRACTORS

85.5

SUS

Finding

The information banners were meant to explain the app but caused confusion. Users tapped the banner to access Dream history, Statistics, and Dream Interpretations.

"At anytime I can just open the app and click on this tab to see my emotional health…"

Insight

Communicate the purpose of information banners to users. Ensure they understand their function to reduce confusion.

Finding

Users thought tapping on each section on the statistics screen would show more information.

"…what are the possible ways to better my mood …tell me how I can improve…"

Insight

Allow users to tap on sections of the statistics screen for detailed information, enhancing interactivity.

Finding

Users want to sort dreams by preference.

"…a filter would've been useful …to sort the list in the ascending or descending order of date"

Insight

Users must be able to organize dream history by date using a sorting filter. This makes finding specific dreams easier.

More Projects

Explore projects that solved pharma business problems!

Website Usability Testing

Conducted a usability test with 15+ participants in two languages for Dr. Reddy’s website, identifying pain points and gathering insights to improve user experience.

View case study

Streamlining Workflow

This project streamlined the customer compliance process by integrating platforms and automating data analysis, improving efficiency for the team.

View case study