Omega-Read
A behavioral-science based mobile application that helps build focus by promoting reading behavior​

Overview
Problem Statement: As people become more dependent on technology, cognitive skills such as reading may become comparatively underutilized. Research shows that engaging in reading frequently may help prevent the onset of dementia symptoms for up to 5 years. How can we motivate continued reading practice to delay cognitive decline in a population that is becoming increasingly reliant on technology for entertainment?
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Solution: Omega-Read targets cognitive decline by motivating users to engage in a practice of focused reading. Our designs were motivated by theoretical constructs such as the role of planning, goal-setting, and achievement framing in behavior change.
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Skills used: Industry research and competitive analysis, literature review, persona development, scenario analysis, low and mid-fidelity prototyping using Adobe XD, usability tests, and lots of iteration.
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Team of 4
UX Research & Design Role
4 months
Figma
Detailed Case Study
The Problem: How can we motivate continued reading practice to delay cognitive decline in a population reliant on tech-based entertainment?
We started our research by completing a comprehensive literature review to extract behavioral science frameworks on which to base our potential solution on.
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KEY FINDINGS
Engaging in reading frequently may help prevent the onset of dementia symptoms for up to 5 years
Time-boxing techniques help increase concentration levels by reducing/eliminating distractions and promoting task continuity
Personal informatics can aid in self-reflection and result in improvements in memory
Break periods bolster mental clarity and capacity
Higher task performance is linked to goals that are “specific and challenging"
Framing messages toward achievement increases efficacy
Translating Research Insights Into Design
Based on research results, we began developing a time-based goal-setting mobile application, which offers custom reading options, cognitive activities, and journaling
Paper Prototyping
The screens below showcase the flow of setting a "focus" goal to accomplishment of the goal (by reading).

User sets 25 minute reading goal per day

User starts reading timer from home screen

Timer begins counting down. User decides to "take a break".

User engages in a cognitively beneficial break activity before resuming timer

User completes their 25 minute goal
Digital prototyping (Version 1)
Based on user feedback, our second version notably removed the "cognitive activities" feature and added a Pomodoro cycle based timer. (more in usability testing section)
Version 2: The screens below showcase the flow of setting a "focus" goal to accomplishment of the goal (by reading).
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User sets number of 30 minute [25 minute focus, 5 minute break] cycles they would like to focus for

User starts timer from home page

User completes 25 minute focus cycle and gets a 5 minute break, before start of the second 25 minute cycle

User accomplishes their goal of 2 Pomodoro cycles

User selects "Journal" to write down thoughts and provide feedback
Usability testing and refinements
KEY CHANGE 1: Goal-setting screen
Description: In Version 1, we designed a Pomodoro cycle-based timer (the Pomodoro technique consists of cycles of 25 minute focus periods with 5 minute breaks). The user inputted the number of Pomodoro "cycles" they would like to complete; each additional cycle would add an increment of 30 minutes.
Issues/concerns: Users unfamiliar with the Pomodoro technique felt like the cycle format with 30 minute increments was confusing, inflexible, and the fixed cycle length could be intimidating.
Solution: We simplified the timer to loosely base it on the Pomodoro technique, allowing users to set custom goals down to the minute. Adaptive goal recommendations would help ensure goals stayed adequately challenging.
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V1
V2
KEY CHANGE 2: Goal completion
Description: In Version 1, we showcased a checkmark graphic with a motivational message post goal completion. The user could then click on "Journal" to write down their thoughts, and provide feedback on the reading material and focus levels.
Issues/concerns: The "Journal" button was confusing, and users would encounter a choice overload in midst of the other buttons. For our flow and data collection, it was critical that user selects "Journal" more often than not. Also, users shared need for a more engaging reward system upon goal completion.
Solution: We placed a critical data point (focus level feelings) on the goal completion page itself, making it easy for the user to provide quick feedback. We removed the journal button and modified the flow to redirect the user to the Journal page once they hit "Exit". We also introduced gamification as a "reward".

V1

V2
KEY CHANGE 3: Journaling feature
Description: In Version 1, we combined our guided prompt-based journaling page with a summary of all past journal entries, and had a separate "History" page for a summary of all previous readings completed.
Issues/concerns: There was confusion about why there was a second "History" page separate from the journal entry history. The Journal page was also too long and felt intimidating enough to skip/ignore.
Solution: We combined the reading and journal entry history into one single page under the Journal tab. Users could access both the original article and their journal entry from one point. We also refined our journal prompts.

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V1
V2
Final designs
Feature 1: GOAL SETTING BY TIME BOXING
Description: The user can set a specific daily focused reading goal. The countdown timer keeps track of the user's progress once the user starts reading.
Research basis: Goal setting theory showcases the effectiveness of goal-setting, and the benefits of specific goals. The timer is also loosely based on the "Pomodoro" technique, based on research-backed productivity enhancing time-boxing.
Major changes/iterations: Removed the "pause" or "take a break" option from timer screen based on user feedback, as it detracts from the concept of "focused" productivity.




Feature 2: FEEDBACK AND ADAPTIVE GOALS
Description: Positive visual reinforcements provided upon achievement of the goal, as well adaptive goal (timer) recommendations based on user performance.
Research basis: Goals are more effective when they are adequately challenging - adaptive goals can help achieve this.
Major changes/iterations: Addition of the goal "streak" to provide users with a rationale to set bigger goals via a visual indication of progress.
Feature 3: REFLECTIVE JOURNALING
Description: A journal feature with guided prompts to help the user reflect on readings.
Research basis: Research showcases benefits of self-reflection and journaling on working memory.
How the design evolved: Based on user feedback, we changed the journal format to a structured, guided format with pre-loaded prompts, from an unstructured writing space.
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