Client

Reboost

CAPTA

Overview

CAPTA (Cognitive & Physical Training App) is an app that aims to help improve older adults' ability to function. This includes 6 brain games with different levels to improve cognitive functions and a 10-week exercise program to improve physical health.

Challenge

The original product was designed for PC only without UX implementation and was intended for older adults to use with staff assistance onsite such as community centers and churches. As the world is changing after the pandemic, it is crucial to make this app responsive, apply UX/UI design and best practices specifically for the older users who face unique challenges with declines in vision and dexterity, and improve social interactions, so they can use this app with ease on their own, at the comfort of their homes, without feeling total isolations.

Role

• Product UX Design
• User Research
• Prototype / Interactive Prototype

Team

1 Designer
2 Developers

Duration

9+ months

Responsibilities

I was brought into the project to provide UX and UI design across all platforms. I took on the role to review, research, and design all screens of the app.

Target Users

The product is intended for adults aged 60+, who have access to technology and use devices such as computers and touchscreens on a daily basis.

Before

CAPTA

The

According to the feedback received from the facility staff observing older users at locations, the following challenges were addressed:

  • CAPTA is not responsive
  • Older adults are less inclined to use the app without staff assistance
  • Target users are hesitant to try new things and get discouraged easily
  • They tend to lose motivation after a period of time
  • Readability, clickability, interactions need to be more user-friendly toward older users
Product Goals
  • Make CAPTA responsive
  • Apply best UX/UI practices to the app, specifically for older adults users
  • Simplify user flow to ensure ease of use without help
  • Provide clear and easy instructions
  • Discover ways to motivate users for continuing usage
After

CAPTA

1

Discovery

Heuristic Evaluation | Competitive Analysis

Heuristic Evaluation

Heuristic Evaluation was used to inspect the existing brain games which were developed 2 years ago without UX implementation. Several UI and UX problems were identified including:

  • Accessibility issues such as font size, color contrast, and clickable area
  • Ambiguity in instructions and calls for actions
  • Challenging drag-and-drop interactions that may be difficult for some older adults 
Competitive analysis

Although there are many exercise apps available, only a few targeted toward older adults, and hardly any provides training for both body and mind. I did a competitive analysis at some of the popular ones including Silver Sneakers Go (app), Senior Fitness With Meredith (YouTube Channel), and Lumosity Brain Games (app), to review their features, UI, user flow and information architecture.

SilverSneakers GO

silver-sneaker1b

Senior fitness with Meredith

Lumosity App

survey2b
2

Research & Analysis

Surveys | User Interviews | User Personas | Empathy Maps

Surveys

Exercise can bring numerous benefits to older adults, so why aren’t they active enough? I started with online user surveys to learn more about their barriers, motivations, pain points, and expectations.

Some of the top barriers are:

  • Fear of injury: "I might hurt myself doing exercise."
  • Easily discouraged or low self-confidence: "These games and exercise seem very difficult to me."
  • Discomfort and pain: "My back hurt so much that I can barely move or stretch."


These exercises seem really difficult and I am afraid I may hurt myself.

— Jennifer, 71 yrs

User Interviews

7 online user interviews were conducted to further understand why they choose to or not to exercise regularly.


I love how great and energetic I feel after a good workout.

— Ben, 68 yrs

User Personas & Empathy Map

A couple of User Personas and empathy maps were created based upon our research and discovery in order to represent the different user types. This can help empathize and synthesize observations from the research and further draw insights to understand users' needs, experiences, frustrations, behaviors, and goals.

woman
Empathy Map-CAPTA2
3a

Design

Prototypes

Over a hundred plus screen prototypes were created to illustrate the features, UI, and interactions. Below are some of the prototypes such as, onboarding, personal info wizard, landing, brain game, and dashboard.

Getting Started
1.1 Onboarding 1
1.2 Onboarding 2
1.3 Onboarding
Collect Info for Customizations
welcome 1h
welcome 2h
rapid3b
HOME SCREEN - Body or Mind

On the main Home screen, clear CTA buttons are presented for users to enter Cognitive or Physical training. Once users choose a training, the following screen shows the latest progress. Key attributes include:

  • Progress report: Display current level and total accumulated points for brain games, and display the total watched minutes and the current week for exercise training
  • Games/Weeks options: A carousel menu that allows users to select one of the 6 games or exercise programs from one of the 10 weeks training
3.0 landing hp (2)
4.0 CTP landing
landing-pap2
Interaction suited for older adults

Original brain game with drag and drop interaction on mobile

old-drag-drop-animation
nodrag 7
nodrag 1
nodrag 3
Dashboard
sidebar menu
dashboard-exercise
30.2 dashboard-brain age
journal 1


4a

Evaluate

Interactive Prototypes | Rapid user testing

Interactive Prototype

After numerous rounds of iterations, here is the interactive prototype that could show the current features of CAPTA.

Rapid user testing

Rapid user testing is used to get quick feedback during continuous iterations on designs.

For the onboarding screen to select areas for improvement, I wanted to know if users have a preference for label placement and design, so I ran a rapid user testing and asked the users to pick their favorite.

The majority (75%) chose option 1.

Option 1

rapid3b

Option 2

rapid2

Option 3

rapid1
00:00:00
00:00:05
5a

Outcomes

  • Responsive App

    CAPTA has been redesigned to be used on Tablets and Smartphones 

  • Improved UX for seniors users

    Best practices for older adults has been implemented, such as larger image/button/font, replacing drag-and-drop interaction with easy tapping, including audio and video instructions and more

  • Gamification and other features to increase motivation

    Ranking and points were added, as well as social share and brain age features to encourage motivation and competition among other senior peers and users