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Image by Daria Nepriakhina 🇺🇦

Building an app concept through fast paced workshop

Develop a user journey and list MVP for the newly identified user group for REM42.

REM42

REM42, a subsidiary of Duroflex is a sleep coach company offering personal sleep coaching and comprehensive sleep solutions. Found in 2021, REM 42 aim is to improve awareness of sleep and help people measure its impact on health, productivity and wellness.

Thoughtfully designed experiences powered by technology to help people sleep better and be better!

"DESIGN TO INFLUENCE BEHAVIOUR"

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CONTEXT

When I teamed up with REM 42 for visual design and branding, they were figuring out who their best customers are and how to make people more aware of the importance of sleep. Even though they already had a basic sleep and coaching app, REM 42 was specifically targeting high-performance customers.

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Later, REM 42 joined forces with the INSPIRE Institute to assist our athletes in performing better. Together with the UX designer, Product managers at REM42, we initiated an idea of conducting workshop to explore creative ideas and strengthen the team bond.

OBJECTIVE

  • To place our platform into day to day life of our target customers.

  • Understand the needs of the new set of target audience and create end to end journey concept.

  • Help track their sleep health and help improve their performance.

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WORKSHOP PREPARATION

1. RESEARCH

Primary Research

Our researchers dedicated three days at the INSPIRE institute for close observation, understanding, and interviews with potential customers. They delved into aspects such as lifestyle, interests, pain points, goals, training patterns, and perspectives on sleep and technology.

Purpose

To understand the context of inspire institute of sports in terms of the lifestyle, productivity and performance of athletes. To know how they’re being managed and trained by the coaches and other departments involved.

Research Insights

  • Target Users

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Potential users

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User profiles, type of sleepers

User goals, performance and training structure, lifestyle

Secondary Research

The team, consisting of a Project Manager, Medical Officer, and myself, undertook secondary research to comprehend the landscape of current sleep devices in the market. This involved categorizing wearables, apps, and standalone devices, identifying their predominant features, specifying their target customer base, assessing availability and popularity, and evaluating the effectiveness of popular sleep devices in collecting relevant data and reaching users.

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Apps

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Standalone devices

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Wearable devices

2. SETTING GOALS

Using the research findings, we identified key opportunity areas to brainstorm solutions. These opportunity areas have been allocated to two separate teams. The fifth opportunity area has been selected for a demonstration workshop and collaborative ideation involving the entire group.

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Opportunity areas derived from research

3. RISE SLEEP SPIRIT AMONG THE TEAM

Over two engaging weeks, we dedicated a couple of hours each day to build a common understanding and awareness of our product’s vision and the value of sleep, using fun activities like games, quizzes, and Pechakucha presentations. Dr. Tripat shed light on the importance of sleep and its technologies in the market. This, along with insights from athletes, coaches, and institute affiliates, directed our research towards a definitive trajectory.

4. DEMO WORSHOP AND IDEATION

A demo workshop for #Oppurtunity area 5 guided the team in understanding ideation processes, collaboratively brainstorming solutions, refining relevant ideas, and envisioning the product's application in a specific context.

Image by Braden Collum

Inspired from Hook's model

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DESIGN SPRINT

For the following five days, a design sprint was executed, with me being a member and facilitator of Team B. This involved ideation, categorization, narrowing down of solutions, crafting user stories and journeys. Towards the sprint's conclusion, we integrated Team A's concepts derived from #1 and #2 How Might We's to form a comprehensive design concept, subsequently planning roadmaps in collaboration with the Project Managers.

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Day 1&2 
Day 3 
Day 4&5 

Understanding

users

Sorting 

solutions

Needs & Wants

Value

Proposition

Presentation & Feedback

Concept & Roadmap

User journey & Scenarios

Solution sketches

DAY 1 & 2

HMW #3 & #4: Producing mass solution

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How Might We: #3

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How Might We: #4

ACTIVITY 1: BRAINSTORM

To unlock greater creativity and extract the most from our two questions, we decided to break down each question into several smaller inquiries, exploring various aspects. Team members enthusiastically shared their solutions, creating a diverse pool of ideas. Later, we engaged in collective discussions to delve into the proposed solutions. This collaborative process unfolded across four rounds, providing ample time for thorough exploration and refinement of ideas for each of the two "How Might We" questions.

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Unfiltered set of solution for #3 & #4 on day 1

ACTIVITY 2: SORTING IDEATED SOLUTIONS

Building on the insights gained from the aforementioned creative process, we opted to classify the solutions into distinct niches. This approach not only aids in the removal of duplicates but also contributes to a clearer and more structured overall picture.

Categorizing solutions derived from brainstorming session

ACTIVITY 3: NEEDS & WANTS

We documented the needs and wants of our primary customers, namely athletes, coaches, and assistant coaches. Our goal was to comprehend the potential actions these users might take and identify features that could bring them benefits. Through a voting process, we distilled the essential tasks and needs of our users. From labelling the ideation solutions to deriving features, we compiled a comprehensive list of value propositions.

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Ideating on possible set of features based on the needs and wants contributed by the team

ACTIVITY 4: VALUE PROPOSITION

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Value Proposition Canvas

DAY 3

DEFINE JOURNEY

We possess a range of solutions, each outlining how users can act upon them. However, the abundance of ideas prompted us to streamline and categorize them. Solutions were grouped under distinct labels, and for some, questions and assumptions were outlined to delve into the "HOW?". Certain solutions stood out for their engaging and impactful nature, earning a "WOW." On the flip side, some were deemed irrelevant and were categorized as "POW." To refine our focus, we conducted a voting session for different solution labels and prioritized must-have elements marked as "NOW." To gain a holistic understanding, we mapped out the user journey, identifying when and where these solutions come into play and how users stand to benefit from them.

ACTIVITY 1: VOTING

Narrowing down solutions via Voting system

ACTIVITY 2: USER JOURNEY & SCENARIOS

Mapping customer journey

ACTIVITY 3: SKETCHING

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Sketching out the journey derived

DAY 4 & 5

PRESENTATION & FEEDBACK

Both teams shared their ideas with the REM42 decision-makers and agreed to develop a plan using the solutions they came up with for different aspects, creating a complete experience.

Value proposition brought to table by both teams

THE CONCEPT

The majority of athletes are between 12 and 25 years old. They don't like long, boring guides or a serious approach. They want something fun, engaging, and interesting to catch their attention, making it enjoyable for them to develop habits or routines. As designers, we found a playful way to implement solutions from the workshop to grab users' interest.

Concept to hook athletes into using our sleep health app

WHAT NEXT?

Design sprint is only beginning.

As my time at REM42 wrapped up, we worked with product managers to plan out the product roadmap and its releases. Our next steps involved testing out the concept with athletes,  developing user experience scenarios for each journey and deciding on interface and design types.

KEY LEARNINGS & TAKEAWAY

This workshop primarily focused on ideation and concept generation, successfully combining diverse solutions into a refined core concept. While we explored gamification visually, we intentionally deferred any deep dive into visual tone or aesthetics. Moving forward, we'll refine our time management to integrate visual tone exploration and testing in future workshops.

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