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Augment Therapy

Tools used: Figma, FigJam, DoveTail, Excel & Python

Project Summary:

Welcome to our UXR slide deck! As you dive deep into our research you will see that it is a culmination of three designers’ rigorous planning, steadfast work ethic, and dedication to designing for social good.
 

In the timespan of three months, our research has allowed us to:

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  • Identify touchpoints of where we can improve the augmented-reality exer-game apps.(ARWELL, ARWELL PRO)

 

  • Create design iterations to increase user’s overall enjoyment of the app.

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  • Make strides towards positively impact physical health outcomes through our work. 

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Screenshot 2024-07-28 at 9.33_edited.jpg

01 Project Overview

Role

  • UX Researcher 

Timeline

  • April 2024 - Present

Team

  • Niveditha Dudyala

  • Samantha Chen

  • Advait Gadre

Project Type

  • Augmented Reality game 

(Mobile, Tablet, Laptop)

Problem

Our literature review reveals that while people are keen to maintain their physical well-being, they lack intuitive and engaging tools to stay motivated and on track.

Opportunity

  • AR: Including augmented reality (AR) features in fitness apps enhances user engagement and motivation.

  • Games: Incorporating games into exercise routines makes fitness more enjoyable and effective.

  • Autonomy, Competence, Relatedness: Leveraging personalized games that address users' psychological needs for autonomy, competence, and relatedness maximizes the effectiveness of exer-games.

Research Question

How can we further support Augment’s goal, of improving one’s physical well-being, through an elevated user experience in ARWell?

02 Methodology

I. Experience Surveys:(n=55, Ages 18 to 64)

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  • We collected multiple-choice and short answer responses through Google Forms.

  • Experience surveys allowed us to gather insight into technology use in physical therapy from a larger range of people.

  • These surveys also allowed us to recruit participants for our interviews and usability sessions.

II. Semi-struct. Interviews (n=10, Ages 20 to 40)

  • We asked participants about their experience using technology in supplement to their physical therapy.

  • Semi-structured interviews helped us to identify pain points and preferences from prior patients of physical therapy.

III. Usability Tests (n=30, Ages 7 to 30)

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We had participants complete a set of tasks with ARWell, followed by post-test questions about their experience and a System Usability Scale questionnaire. These usability sessions provided valuable insights into user interactions with ARWell and enabled us to evaluate usability heuristics, identifying areas where users encounter difficulties.

03. Participants:

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04. Key Takeaways:

Motivation

Problem:
Users seek a tool that motivates and facilitates consistency in physical well-being

Recommendation:
Allowing users to set more diverse and daily goals for them to meet.

Personalization

Problem:
Users seek a tool with personalization to fulfill their need of autonomy and relatedness.

Recommendation:
Presenting users with more customization options & at a single glance on the ARWell landing screen.

Motivation

Problem:
Users seek a tool that guides them through their exercise session.

Recommendation:
Starting games with an instructions pop-up and closing out the game with a rewards screen to instill motivation.

05. Themes:

Theme-I​​ Current Experience: Motivation:

Users seek a tool that motivates and facilitates consistency in physical well-being.

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Screenshot 2024-07-29 at 12.27.21 PM.png

Recommendation:
Allowing users to set more diverse and daily goals for them to meet.

Theme-I​​ Augmented Experience: Motivation- Daily Goals:

Before: Limited goal setting/progress tracker  not allowing users to set more diverse goals that could increase engagement

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After: Users can set more diverse daily goals such as steps, hands (every time your hands move above shoulder level), and stars (in-game rewards) for themselves and feel more motivated through the goals they set for themselves.

Goal Setting Screen

Clearly Defined Goals in Landing Screen

Theme-II​​ Current Experience-Personalization:

Users seek a tool with personalization to fulfill their need of autonomy and relatedness.

Screenshot 2024-07-29 at 3.41.14 PM.png

ARWell has a fixed set of characters and there is room for improvement with more customization options. In addition, individually clicking each avatar and game option causes cognitive overload.

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Recommendation:
Presenting users with more customization options & at a single glance on the ARWell landing screen.

Theme-II​​ Augment Experience-Personalization- Trainer Customization:

Before: Participants expressed a desire to name to their avatar or by more customization features for their avatars. They also expressed cognitive overload due to UI.

After: Users have more customization options to choose from for their Trainer selection, and are presented with all games AND programs at a single glance instead of having to click through one game at a time and missing programs completely

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Trainer customization features: name tag and color changes.

UI that displays all games and programs.

Theme-III​​ Current Experience- Guidance:

Users seek a tool that guides them through their exercise session.

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ARWell games lack instructions in the beginning and feedback after game completion.

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Recommendation:
Presenting users with In app tutorials, instructions & Score board with feedback!

Theme-III​​ Augmented Experience- Guidance:

Before: Users want to know what makes them win the game or level up as well as how a game is beneficial for their physical well-being and goals.

After:  Users are guided by a trainer that clearly defines both the game objective and exercise objective of the game they are playing.

Trainer game onboarding pop-up screen

Text and visual animated onboarding for each game.

Option to opt out of instructions for regular users.

Motivation & Guidance - Feedback Screen

Before: Users wanted more feedback about their game session such as how many stars they earned and whether they have completed their objective.

After: Users are told exactly what they have accomplished in the game, both in terms of the exercise objective and the number of stars they achieve, making it altogether a more guided experience

Results pop-up screen after game finishes.

Results displayed hierarchically by text size, color, and icons.

Call-To-Action buttons with countdown timer.

06. Inclusive Design:

07. Challenges:

Blockers:

Limitations:

07. Future Work:

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