Based on this research and the problem we uncovered, we imagined an application where the user defines their ideal work-life balance and is prompted to engage in defined leisure activities based on this definition.
The impact of these activities on the user’s well-being would be reflected in a self-created avatar. Also, users would be able to share their activities with friends to help overcome the norm of everyone always being “on”.
In the following iterative design process, we performed three stages of prototyping and testing to verify our hypothesis and design decisions and to gather qualitative and quantitative data on how users think, feel, and interact with our product. In each round, we synthesized feedback from users and improved our design based on it.
At stage 1, our goal was to get quick and actionable feedback on the app's high-level concept and user flow. To do this, we first sketched a low-fidelity prototype of our app and tested it on ten participants using the Wizard of Oz method and a Think-Aloud protocol. Based on the user testing results, we summarized two key insights:
1. Several ideas and concepts need to be reframed to help users better understand their in-context definition.
2. Participants want more flexibility and control over the activity type and timing.
Stage 1: Low-Fidelity Prototyping and Testing
At stage 2, our goal was to get a better understanding of how users enjoyed the experience we presented and their willingness to use the app. Particularly, we wanted to explore what activities our users were interested in and what reflection prompts better engaged users in mindfulness. To do that, we came up with several parallel designs for the activity and reflection pages and tested them with users. We performed another round of user testing using the Think-Aloud protocol. We found:
1. The survey was overwhelming and unfriendly to those with fluctuating work schedules.
2. Participants were confused about what ‘adventure’ meant (original language for "Picnics").
3. Participants preferred the new 'micro-adventure' prompts that had a lower barrier to completion.
4. Participants showed some interest in engaging in a post-adventure reflection but wanted to do it easily.
Stage 2: Medium-Fidelity Prototyping and Testing
At stage 3, we conducted an experience prototyping study by sending instructions via text messages to our participants over two days to simulate the activity prompt concept of our app.
We came up with a list of six activities, three focused on mindfulness and three focused on low-level physical activities. The prompts were sent to the participants at their specified after-work time. We then conducted follow-up interviews with each participant to get a deeper understanding of their experiences. In this round we learned:
1. People didn’t realize how beneficial activities were until they tried them.
2. Being disruptive helped people to realize when they were working too much.
3. Unexpected and novel prompts increased curiosity and engagement.
4. Social accountability made participants more likely to complete activities.
Stage 3: Experience Prototyping
The final experience begins by telling the app when you want to stop work. Then, you create an avatar who will accompany you throughout your wellness journey. After selecting some activities you might be interested in, you go on with your day and wait for a notification. At your designated time, the app will notify you that it is time to end the day and prompt you with an easy, enjoyable activity specifically designed to help you transition from work into leisure time.
Onboarding
Creating Avatar
End of Day Notification
Picnic (Activity)
Every day you get a new set of activities to choose from. For example:
Just start wandering: Take a quick walk and try to find something new you’ve never noticed before
Doodle time: Doodle and uninterrupted line with your non-dominant hand for 2 minutes. Have a look and see what you can see in the doodle.
Stretch your legs: Hold the stretch for the number of people in your life you are thankful for and maybe a little more.
Completing an activity at the time you want to set a boundary is designed to help you break away from your workday by engaging in something novel and interesting.
In user studies, we found that while participants initially did not think the activities would benefit them in any way, they reported a feeling of calmness and a refreshed mind after completing day one’s activities.
Participants found it easier to detach from their work day and transition into leisure time. Even participants who went back to work after the activity reported feelings of mental clarity and even increased productivity.
Our app disrupts your life in a good way. Picnic acts as a catalyst for change, rather than telling you what to do. We want to help you create the necessary boundaries around work to allow you to feel free to relax, live your life, and find a balance that works for you. We give you the nudge you need to define these boundaries and let you take it from there.