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Quit It

Quit It. A mobile app to fight cravings Alex Tibbetts, Carol Allen, David Balatero. Problem!. People constantly fight cravings. We provide a way for people to get support from others, and track progress with their goals. Tasks.

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Quit It

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  1. Quit It A mobile app to fight cravings Alex Tibbetts, Carol Allen, David Balatero

  2. Problem! • People constantly fight cravings. • We provide a way for people to get supportfrom others, and trackprogress with their goals.

  3. Tasks • Setup the Quit It app for the first time and set your first goal • Report a craving and reach out for support from other Quit It users. • Support a fellow Quit It user who is struggling.

  4. Lo-Fi Prototype • Post-its for interface screens • Transparent overlays • text entry with sharpie • on-screen selection

  5. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  6. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  7. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  8. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  9. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  10. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  11. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  12. Scenario 1 – Setup • The participant has just launched Quit It for the first time, and is going through setup.

  13. Scenario 2 – The Craving • The participant is having a craving, and decides to turn to Quit It for help.

  14. Scenario 2 – The Craving • The participant is having a craving, and decides to turn to Quit It for help.

  15. Scenario 2 – The Craving • The participant is having a craving, and decides to turn to Quit It for help.

  16. Scenario 2 – The Craving • The participant is having a craving, and decides to turn to Quit It for help.

  17. Scenario 3 - HELP • The participant receives a message from Quit It, and decides to help out.

  18. Scenario 3 - HELP • The participant receives a message from Quit It, and decides to help out.

  19. Scenario 3 - HELP • The participant receives a message from Quit It, and decides to help out.

  20. Scenario 3 - HELP • The participant receives a message from Quit It, and decides to help out.

  21. Scenario 3 - HELP • The participant receives a message from Quit It, and decides to help out.

  22. Scenario 3 - HELP • The participant receives a message from Quit It, and decides to help out.

  23. Experimental Methods • Participants: people who struggle with cravings • Caffeine • South Beach Diet • Sweets, desserts • Settings • Kitchen table • Break room • Lunch room

  24. Experimental Methods • Each participant to complete 3 scenarios/tasks • Read aloud to participants from task cards

  25. Results • Needs better welcome / intro text (why does the application work the way it does?)

  26. Results • Needs better welcome / intro text (why does the application work the way it does?) • Convey how long setup takes to the user

  27. Results • Needs better welcome / intro text (why does the application work the way it does?) • Convey how long setup takes to the user • Ease of use vs. default settings • If customers are surprised about having messages public, they might abandon. • If we default everything to private, then users might not get the joy of getting feedback.

  28. Results • Needs better welcome / intro text (why does the application work the way it does?) • Convey how long setup takes to the user • Ease of use vs. default settings • If customers are surprised about having messages public, they might abandon. • If we default everything to private, then users might not get the joy of getting feedback. • Needs more consistency and feedback • Show them examples of their actions during setup.

  29. Potential Changes • Show people Quit It’s inherent value during setup.

  30. Potential Changes • Show people Quit It’s inherent value during setup. • Integrate a sample message into the setup.

  31. Potential Changes • Show people Quit It’s inherent value during setup. • Integrate a sample message into the setup. • Sane defaults over configuration • Ask for confirmation of defaults when they first take a relevant action.

  32. Potential Changes • Show people Quit It’s inherent value during setup. • Integrate a sample message into the setup. • Sane defaults over configuration • Ask for confirmation of defaults when they first take a relevant action. • One network as default? • How comfortable are people with a single network of friends, versus having multiple networks to seek help from? More testing will explore this question.

  33. Final Thoughts • Got lots of good feedback from users.

  34. Final Thoughts • Got lots of good feedback from users. • The interface wasn’t as good as we initially thought.

  35. Final Thoughts • Got lots of good feedback from users. • The interface wasn’t as good as we initially thought. • In retrospect, not very surprising…

  36. Final Thoughts • Got lots of good feedback from users. • The interface wasn’t as good as we initially thought. • In retrospect, not very surprising… • We look forward to improving and tweaking the interface to higher and higher standards.

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