Mobile App for Sedentary Lifestyle

gobu g

Mobile Designer
UX Researcher
UX Designer
This case study is to create awareness and enable better habit to tackle the sedentary lifestyle.

Case Study Overview

Problem Statement

• A person sitting in a meeting for half an hour drop his overall metabolism rate by 60%. • A constant drop in metabolism affects the overall weight and mood of the individual. • People with conventional sitting jobs have a high risk of stroke, heart attack, high cholesterol, blood pressure & glucose. • Awareness, Measures and better habits can improve one's overall well-being.

User Interviews

Methods : User Interviews | Behavioral Interviews | Observation Analysis
COVID-19 restrictions such as the closure of schools and parks, and the cancellation of youth sports and activity classes around the world may prevent adults & children from achieving recommended levels of physical activity (PA).

Who are the users?

A prospective survey design assessed the effects of the COVID-19 pandemic on PA among adults & children by using online parent-reported surveys. A baseline online survey was completed between April 10 – May 30, 2021, and a second online survey is scheduled to occur within 6–12 months. The current analyses focus on data collected from the baseline online survey.

Pain Points

Recent research is starting to confirm the health risks associated with a sedentary lifestyle. Studies have now consistently demonstrated that leading a sedentary lifestyle can contribute to: • Obesity • Type 2 diabetes • Some types of cancer • Cardiovascular disease • Early death

Problem Statement

Extended periods of inactivity can reduce metabolism and impair the body’s ability to control blood sugar levels, regulate blood pressure, and break down fat. One study analyzed data collected over 15 years and found that sedentary lifestyles were associated with an increased risk of early death regardless of physical activity levels. This shows that it is essential to reduce the amount of time spent being sedentary in addition to doing more exercise. One study with 10,381 participants associated a sedentary lifestyle and lack of physical activity with a higher risk of developing a mental health disorder. A recent review that included data from 110,152 participants found a link between sedentary behavior and an increased risk of depression.

User Personas

While elaborating on the types of users accounted for who would be using the platform, many user by age groups had been identified during my research phase: “Elders - Upto 60 years” — People who are employed in a profession or at working age. With professional lives in equal measure, taking care of a small/big family (i.e, with aged people, parents) “Youngster - aged between 21 - 40 years” — People who are at age to learn and managing personal life. “Teens - aged between 13 - 20 years” — People who are at early age to learn standard studies. “Kids - aged between 7 - 12 years” — Children who are at early age to learn basic studies and playfull. Based on the exercises done above, persona for professional has been considered primary goal. So the persona served to inform the to do decisions during the initial phase of research.

Information Architecture & User Flows

We had through lot of hours of brainstorming session and about 5-6 rounds of card-sorting type activities to come up with a satisfactory information architecture and user flows. Once we finalized the key features to implement in the platform to build the MVP, as we mapped the user flows by creating design decisions in the context and taking every case into special consideration. We had to take and design in order to create a perfect design a top-class user experience that help for promotional messages and nudges. Also the design that the users felt those as an integral part of their core experience.

Wireframes & Walkthrough

The interface should have a clean and minimal look. The interaction between various elements in the interface should be seamless and quick to uptake. The platform should be easy to navigate with proper visual cues that make even a first time user feel at ease

High Fidelity Prototype | Visual Design

We have adapted from existing research, user behaviours, reliable data sources and majority people mind guess. Did more iterations with proper scope and started in scratch make the study of product from ground.
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