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Name: Cyramae V.

Sardido
Section & Year: BSIT 3A PYTHON

Situation: You are a UX designer working on a mobile app for a fitness company. The app is
designed to help users track their workouts, set goals, and connect with other fitness enthusiasts.
Your task is to design a feature that encourages users to stay motivated and engaged with the app
over time.

Exercise: Using your knowledge of cognitive psychology, design a feature that leverages the
principles of attention and motivation to keep users engaged with the app. Consider factors such as
goal setting, feedback, social support, and rewards. Write a brief description of the feature, including
how it works and how it benefits the user. Be sure to explain how your design is informed by
cognitive psychology principles, such as the importance of clear goals, immediate feedback, and
social support for motivation and engagement.

Mobile App: FitConnect/ChallengeHub

1. Personalized Challenges:
 Users can set personalized fitness challenges based on their preferences,
such as running distance, weightlifting goals, or yoga sessions per week.
 Cognitive Psychology Principle: Clear Goals - Providing users with specific,
measurable objectives taps into the psychological principle that clear goals
enhance motivation.
2. Real-time Progress Tracking:
 The app provides real-time tracking of users' progress toward their set
challenges, utilizing visual indicators, charts, and notifications.
 Cognitive Psychology Principle: Immediate Feedback - Instantly showing
progress and achievements fulfills the need for immediate feedback,
reinforcing positive behavior and maintaining motivation.
3. Social Collaboration:
 Users can invite friends or connect with other fitness enthusiasts to join
challenges together.
 A live feed displays friends' achievements, fostering a sense of healthy
competition and community.
 Cognitive Psychology Principle: Social Support - Social interaction and
support have a profound impact on motivation. By connecting users with
others pursuing similar goals, the app taps into the motivational benefits
of social influence.
4. Reward System:
 Upon completing challenges or achieving milestones, users earn virtual
badges, in-app currency, or even discounts on fitness-related products.
 Cognitive Psychology Principle: Rewards - Introducing a reward system
aligns with the psychological concept that positive reinforcement
strengthens behavior. It adds an extra layer of motivation by providing
tangible recognition for achievements.
5. Push Notifications and Reminders:
 Users receive timely reminders and encouraging messages to stay on track
with their challenges.
 Cognitive Psychology Principle: Attention - Regular notifications maintain
users' attention, preventing disengagement over time. Timely reminders
also contribute to the formation of habit loops, ensuring sustained
engagement.

Benefits to the User:

1. Increased Motivation: The Challenge Hub taps into users' intrinsic motivation by
allowing them to set and achieve personal fitness goals while providing positive
reinforcement through rewards.
2. Enhanced Engagement: Real-time tracking, social collaboration, and a reward
system create a dynamic and engaging user experience, keeping users actively
involved with the app.
3. Sense of Community: By connecting users with like-minded individuals, the
feature fosters a sense of community and shared achievement, contributing to
sustained engagement over the long term.
Situation: You are a UX designer working on a new mobile app for a client. The app is designed to
help users track their daily water intake and remind them to drink water throughout the day. Your
client has asked you to conduct an evaluation of the app's usability before it is launched.

Exercise: Using the PDF as a guide, design an evaluation plan for the mobile app. Consider the
following questions:
1. What type of evaluation method(s) would be most appropriate for this app?
2. What specific usability issues should you be looking for during the evaluation?
3. How will you recruit participants for the evaluation?
4. What metrics will you use to measure the app's usability?
5. How will you analyze and report the results of the evaluation to your client?

Evaluation Plan for the Water Intake Tracking App

1. Evaluation Methods:

 Usability Testing: Directly observe users interacting with the app to identify
navigation issues, user flows, and general usability problems.
 Surveys/Questionnaires: Gather subjective feedback on user satisfaction, ease
of use, and overall experience.
 Analytics Data Analysis: Utilize app analytics to understand user behavior,
popular features, and drop-off points.

2. Usability Issues to Look For:

 Ease of Navigation: Check if users can easily navigate through the app to log
their water intake and set reminders.
 Reminder Effectiveness: Evaluate whether users receive and respond to
reminders appropriately.
 Data Entry: Assess the simplicity and efficiency of inputting water intake data.
 Accessibility: Ensure the app is accessible to users with varying levels of tech
proficiency.

3. Participant Recruitment:
 Target Audience: Identify users who match the app's target demographic (age
group, lifestyle, tech proficiency).
 Recruitment Channels: Use online platforms, social media, or community
centers to recruit participants.

4. Usability Metrics:

 Task Success Rate: Measure how successfully users can complete key tasks
(logging water intake, setting reminders).
 Time on Task: Evaluate the efficiency of users in performing specific actions.
 Error Rate: Identify the frequency and severity of user errors.
 User Satisfaction: Gather feedback on user satisfaction through surveys (e.g.,
Likert scales).

5. Analysis and Reporting:

 Quantitative Analysis: Use numerical data from task success rates, time on task,
and error rates to identify trends and issues.
 Qualitative Analysis: Extract insights from user comments and open-ended
survey responses.
 Prioritize Findings: Rank usability issues based on severity and impact.
 Recommendations: Provide actionable recommendations for improving
identified issues.

Timeline:

 Preparation: Set up testing environments, create surveys, and ensure analytics


tools are in place.
 Recruitment: Allocate time for participant recruitment and screening.
 Testing: Conduct usability testing sessions and gather survey responses.
 Analysis: Dedicate time for both quantitative and qualitative data analysis.
 Reporting: Prepare a comprehensive report with findings, recommendations,
and a summary of user feedback.

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