Case Study
My Role:
Lead UX Designer
Project Goal:
Construct an app that gives adults time to play creatively and prompts to help them learn and practice being creative. Then add a companion website with an onboarding and signup feature.
Target Audience:
Adults who feel they who feel like they missed out on a chance to be creative.
Key Challenge:
Making an app that is fun and approachable that encourages people to play creatively.
Research study details:
I conducted user interviews with adults in different stages of their lives. I inquired about their thoughts on creativity. I asked if they thought they were creative, if they thought creativity could be learned, and what they would do if they were more creative. I also asked about how they might go about becoming more creative and what it would take for them to become more creative.
I then looked at other apps that help people learn to do things like meditation to see how they approach getting people into a daily practice.
Initial Concepts
Home screen should provide a daily challenge and suggest other content for the user.
Daily challenge highlights a different type of challenge each day.
Challenges contain prompts that can be changed.
Users should be allowed to set a daily or weekly goal according to how much time they want to spend.
A motivation prompt pops up with answers the user's own motivations to remind the user why they want to be creative.
Wireframes
User Testing Results
Users had difficulty distinguishing types of content
It wasn't clear that users need to press start timer button
Users were unsure about how to approach prompts in challenge
Back arrow navigation lead users to an unexpected location
Users found the motivation prompt confusing

Final Polished Designs
Main user flow for mobile app
Onboarding flow for mobile we browser
Onboarding flow for desktop browser
Next Steps
The largest task is content creation. There needs to be a new prompt in the daily challenge everyday. Plus, the other challenges should have alternative prompts. Also, a collection of articles and tips needs to be added.
Another user flow should be created to show how the prompts in the challenges can be changed. Then this flow should be usability tested.
The motivations collected at onboarding should also go into a new user flow that shows how those motivations come back when a user doesn’t meet their weekly goal. This new user flow also should be user tested.
Conclusion
I learned that people have differing views on whether creativity can be learned or if it is only innate. Reports seem to indicate that it can be learned by anyone at any age. I found building an app that looks bright and fun difficult and I compromised on text legibility in places to keep the app and it’s companion website bright and fun.
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