Neureka

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My Role

 

Art Direction

User Research

Wireframes

Prototyping

UI Design

UX Design

Tasks

 

Design a brand identity

Wireframes and lo/hi-fidelity prototypes

Present to stakeholders and users

Usability testing

Handover assets for development

Oversee development of app

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Overview

 

Neureka is an app that has been developed to allow researchers to collect data from thousands of people from the convenience of their pocket. My objective was to design the app from scratch.

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Problem

 

The problem is that studies investigating the neuroscience of disorders of brain health are too small. If we want to advance the science using new techniques such as machine learning (for prediction/classification), we need larger numbers of people to participate in research, and we need them to do so over time. This is the key citizen science angle. Its a group effort.

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Process

 

When I got involved in the project, some screens had already been visualised and a few games had been developed.


After setting up a few sessions of user testing of the app and in particular, the games, I was able to get a better understanding of the various pain points user were experiencing.


The sign up process was very cumbersome, causing users to get frustrated. This theme continued into the game play with multiple screen tutorials before users got to play.


By streamlining the login process and removing unnecessary screens, I was able dramatically reduce the user journey, creating a greater user experience.

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Scamps

 

It was essential to scamp down the user flow and to understand how we wanted user to engage with the app.


After visualising the login screens, it was key to create a landing screen that empowered the users to navigate the app as they so pleased.


The primary icons were housed in the top and bottom nav bars with the main screen containing the challenges that we wanted the users to engage with most frequently.

Wireframing

 

Wireframing the key screens threw up a few issues regarding the Challenges section, and how best to display users time involvement.


This was important as we were conscious of users levels of engagement and feared that a confusing messaging could deter them from progressing.


I focused on keeping it as simple as possible by reducing the options and ensured the messaging was honest and accurate.

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Feedback

 

With the use of InVision I was able to share hi-Fidelity prototypes of the app and how the user journey would look.


Early feedback was very positive, with all the stakeholders signing off on new vibrant colour palette and the clean user interface that seamlessly lead the user through the login process.

Conclusion

 

Designing an app that is purely for research purposes was always going to be interesting. How do you convince users to get involved in a research that may or may not have any relevance to them directly?


What I did know was that is was essential to make a potentially confusing and frustrating experience anything but that.


The use of games that challenged the users mental memory and cognition are positive experiences to engage with. It was obvious to me that the seriousness of the app had to offset against a friendly and bright interface.


The constant use of curved icons and graphics helps to maintain this theme and added to making the experience a pleasurable one.


Working on a project like this has that added value for me as it ticks the box of designing for a greater purpose.