The OMNIA project is a work that brought us a lot of satisfaction. We enjoyed doing it because we connect it a lot with the kind of person we are, always looking for the positive side of things. Omnia means "ALL" in Latin. When we were thinking about the name, we wanted it to represent the whole, the universe, and understand that our small actions influence our surroundings and those actions grow like a snowball as they get bigger and bigger. As everything is connected, we must think about what actions we carry out in our day to day life.
We started this project by doing quantitative research. We created a survey following the lean survey canvas process. We asked ourselves: what do we want to learn? What would be the objective of this survey? Do we need to understand our user? The one that is always the most difficult for me to answer is: What we don't know that we don't know always left me wondering how do we know?
In general, we know that people like to think positive and that this has become a trend. I don't know if it is a new trend but being positive is on everyone's lips, even those who have no idea about it. To be positive, you have to achieve a balance, as Aristotle described in his Essays on Happiness.
Once we understood what we want to know from our users: age, gender (remember to be strongly inclusive), operating system, do you think positive thoughts can help you to have a healthier life, do you think it would be good to have an analysis of the type of thinking, etc.
In 48 hours, we obtained 67 responses through social media and websites specialized in research forums.
With the quantitative results, we knew that most people would be interested in using an app to track their mindset and affirm our assumptions.
For this project, we had nine days. In the first week, we wanted to have all the research process ready. In the second week, we wanted to dedicate ourselves to designing the user interface of the OMNIA application and having 67 responses in such a short time was already considered a success. After analyzing the results, we created a questionnaire for our interviewers.
Here is where the most beautiful part of the whole user-centered design process begins, the interviews. Here we will obtain quality results that will be used exclusively for the structure and basis of our design.
During the four interviews, we found that users expected a product that they felt like playing a game, which conveyed a positive state and remembered comic book characters from childhood. I remember one user talking about his favourite character "Shera" a warrior princess who helped others when they were in trouble. The interviewee's eyes filled with joy talking about "Shera". Then we realized that the design had to be inspired by video games, maybe with lovely illustrations.
Our MAIN target (key user group) was young adults between 25 and 55 years old who frequently use tracking applications.
The user, in general, was a person who doesn't like to write a lot of text and wants to use the application in a few minutes, track what they have done in the day and have the application itself show them the results.
"I don't want to bother others with problems".
"Need to get out of this worry spiral."
"Need to get out of my monkey mind."
"Can stop negative thoughts."
"Not knowing if there us a -bad thought- pattern."
2. be more healthy
3. improve their lives
4. being with a satisfied mind constantly
"I need an app that validates how I'm feeling (like a mirror looking back at me)."
"The app needs to give you an overview from the past."
"I want to start seeing patterns that I am not aware of."
"I need something to take me out of my MONKEY MIND."
"I like daily challenges."
"People get scared when talking about thoughts".
"I don't have time to write about my thoughts."
"Most of the time, I am in a worry spiral."
"I can stop negative thoughts."
"I do not want to bother with problems."
With the interviews analyzed through the Empathy Map, we had a consolidated idea for our OMNIA app.
We used applications such as better me, headspace the pattern app, calm app, and sleep cycle for the competitor analysis.
Our user persona Ivana was a nurse, single, living in Berlin. The phrase that best represents Ivana is "Healthy mind, healthy body". She enjoys hanging out with friends and connecting naturally with other humans.
By creating a playful app for Ivana, we will be able to identify patterns in her way of thinking to improve her daily life and know if we are right or wrong when she reaches achievements in our app.
Ivana needs to keep track in a fun way of her mindset patterns because she knows by identifying them, she can change them.
TESTING & HI-FIDELITY SCREENS
We tested our mid-fi several times until we reached the final version. For the test, we gave the following task to the test users:
Task A: you will open the app, insert the mindset of the day and save it.
Task B: please find on the calendar a mood register from January 20th. When you find it, you have to check the weather details on this day.
We had to make font size changes and changed the calendar icons. We added more moods identified with different emogies. Still, luckily the testing process went smoothly, and our testers performed the tasks quickly and understood the app when we asked them questions about what OMNIA was all about.
Once we finish all details we dedicated the last days for the project on the elaboration of the High Fidelity Prototype and the Style Guide.
We delivered our project with a very extensive Style Guide that included what to do with the logo and what not to do. All the icons with their description and the pixel size used for the design of our app—colours in hexadecimal numbers with their respective palette chosen by us. We also surveyed the colour selection through a mood board created during the first week of the project. Here we also include elements like typography name, buttons description, the app icon for IOS version, layout characteristics, illustrations with the designer's name that its works appear on the Figma community, and all the components created to speed up the creation of the high fidelity screens.