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Methods
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The CeHRes Roadmap, Task-analysis, usability-research and Interviews
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Tools
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Adobe XD
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Welcome to my UX portfolio case study on Wine Not, an app designed to help students change their drinking habits. With student drinking behaviors worsening, it's important to raise awareness of the effects and offer solutions. This project focuses on creating a user-friendly app that educates and empowers students to make informed choices about alcohol. Join me as we explore the design process and the impactful solutions Wine Not offers. Let’s dive in and promote healthier habits together.
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2. The challenge
One of the primary challenges in designing the Wine Not app was to effectively raise students' awareness about their drinking habits and then assist them in setting goals for change. Recognizing that many students may not fully comprehend the potential consequences of their drinking behavior, our aim was to create an engaging and informative user experience.
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3. The solutionThe Wine Not app empowers students to confront their drinking habits through interactive features, informative content, and personalized feedback. Grounded in behavior change theories, it uses evidence-based strategies and intuitive design to drive positive change. The app educates students on the effects of excessive alcohol consumption and provides practical tools for goal-setting and progress tracking. Join us on a journey toward awareness, growth, and healthier drinking habits.
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Setting personal goals
In case of the Wine Not application, the user is asked to set specific personal goals. If the only goal is drink less, the user might be drinking less than he or she normally does in the beginning, but later they will fall back in their old pattern. Therefore, the app Wine Not asks the user how many alcoholic drinks they consume in the current situation, and how many alcoholic drinks the user would maximum like to consume in the future. In this way the user can set clear goals.
Click here to see the scientific explanation
If people have the intention to change their behaviour, it is effective to set goals. In this way, intention is turned into concrete goals. Locke and Latham’s goal-setting theory of motivation claims that there is a strong relationship between goals and performance (Locke & Latham, 2006). When people have clear goals, the chance is bigger that they change their behaviour, because they have a view on what they want to achieve. Those goals must be challenging and specific. When people have more general goals, they give up easier (Baretta et al., 2019). Let's get practical again. Close this.
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Asking Personal questionsIn the Wine Not application, this is achieved by having users answer questions about their drinking behaviour before starting to engage with the app. These questions are asked and answered at the earliest stage, so that users are not forced to answer questions constantly later (which would harm the user experience). The experiment by Zhang and Sundar (2019) showed that this kind of customization can enhance the user experience, even when the app also provides relevant content that the user did not ask for.
Click here to see the scientific explanation
Zhang & Sundar (2019) find that users prefer systems with personal recommendations, which reduce cognitive load and show relevant content. However, privacy concerns arise as users must share personal information. To address this, systems allow users to set preferences beforehand. Alqahtani and Orji (2020) studied mental health apps and found that users value personalization and respect for privacy. Customization options, such as inputting symptoms, goals, and preferred activities, are well-liked. Lack of personalization features received negative feedback from users. Let's get practical again. Close this.
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Concrete results of goals
The Wine Not application helps the user with setting goals. The personal questions about the behaviour and progress are making it possible to adjust goals, when it turns out that the goals are not achievable.
Click here to see the scientific explanation
Lunenburg (2011) emphasizes the importance of setting challenging yet attainable personal goals, as excessively difficult goals can lead to failure and impact self-efficacy (Baretta et al., 2019). The Wine Not app assists users in setting goals by allowing adjustments based on behavior and progress. Regular evaluation of goals is crucial (Baretta et al., 2019), and achieving goals boosts motivation and well-being (Lunenburg, 2011). Wine Not promotes healthier habits by facilitating goal adjustments. Let's get practical again. Close this.
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Reward systemIn the Wine Not application users can earn rewards for their good behaviour. The rewards are not the simple points and badge systems as described above, but it gives the user discounts for companies in their student city when they achieve their goals.
Click here to see the scientific explanation
Goh, Than & Lee (2017) studied virtual reward systems in crowdsourcing games and found that rewards increased enjoyment and quality of user outputs. Alamán et al. (2020) focused on gamified mobile apps for cancer survivors and found that personalized rewards increased user motivation. However, Munson and Consolvo (2012) found that rewards did not enhance motivation for physical activity in mobile applications. Let's get practical again. Close this.
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Outcome & LearningsThe outcome of this project was an academic report and high-fidelity prototype.
I learned to: successfully use the CEHRES model in digital health communication, use the latest digital health communication theories and how implement new media in the field of health.
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