Period Aid: Health UI
The goal of this team project was to design a health and wellness app by applying principles of interaction design. My team decided to focus on improving the experience of young women with periods.
The project involved conducting user interviews, creating prototypes, testing, and refining an app from paper to interactive prototype. Created for the class Product Design Methods taught by Stanford Professor Sean Follmer in collaboration with Kendal Burkins and Vivian Xiao.
We sent out a survey to 60+ females at Stanford to understand the causes of stress during monthly periods. We found that approximately 45% of women self-identified as experiencing higher than average to extreme pain during monthly periods. Many of the ‘worst experiences’ included unexpected bleeding, extreme pain or cramping during inconvenient times (such as exams, sports activity, or class).
Following the general survey, we conducted qualitative interviews with women to gain more detailed insights. Some women currently use period tracking apps, but beyond the basic feature of tracking when a period will arrive, current apps do not provide comfort during unexpected events. In emergency situations, women felt that resources were limited.
After brainstorming and discussing several ideas, we decided to focus on creating a solution for emergency scenarios which were the most common period-related problems. We narrowed down to two solutions and created the following storyboard.
We created a paper prototype and tested it with two different users, using a Wizard of Oz style to test user interactions, and also received heuristic evaluations from peers.
One of the main concerns about Period Aid was in regards to trust and safety.
We addressed the safety concerns by building the app around a community, such as Stanford, with the possibility of expanding to other established communities. Users’ exact locations are also kept private until both parties start a message chat. The ability to adjust search radius also means the people around you who receive your alerts will most likely be random.
Based on user testing, we made changes to improve usability:
On the home screen, users were confused about ‘tap for help’ and ‘tap to help’ sections. We created two home screen modes (access by swiping left or right), to help clarify that there are two modes: asking for help and requesting help.
Time stamps on the help requests were confusing, so we removed the timestamps.
Needed to write their help request twice. We automatically started the chat screen with the original message from help request.
Redundant step for selecting between chat and call. We removed the step and simply put the call button on the chat screen.
No way to know how trustworthy someone is. We created a thank you reward system, which allows users to send thank you's to people who helped; these will be displayed in the profile.
We created a final prototype using a UI toolkit and InVision.
Hand-heart icon provided by the Noun Project
Heart above hand icon provided by the Noun Project
UI Kits provided by Grooni.com