Zygomote

[Nov. 2009 - Jan. 2010]

For CHI Student Design Competition 2010, our challenge was to create a design intended to encourage people to take a walk. We conducted interviews and ethnographic studies. Based on the findings, we decided to address the problem through the theme of community. Using affinity diagram and ideation, we created an iPhone application named Zygomote to help user establish the habit of walking. A paper prototype was developed for usability test, which provided insights into what worked well and what user had problems.

 

Target audience

In order to dive into the problem space, we decided to set an initial target audience as a guide. Discussing about our predispositions, which were supported by secondary research we completed later, we targeted at 20-30 year olds.

 

Focus group and interviews

For better understanding the target audience, we began with holding a focus group, which, however, was unsuccessful because subjects could not attend at the last minute. With the material prepared for the focus group, we decided to revise the script and split up. Two of us looked for subjects and conducted interviews while the other two look into secondary research. As a result, we successfully obtained large amount of data.

 

Ethnography, ideation and affinity diagram

Since the problem space is walking, our team took a “team walk” as an autoethnographic study. In the next day, we also conducted a non-participatory ethnographic study on the target audience, from where we began ideation. We spent a few days in ideation (which was also a project for our Interaction Design Practice course). A number of concepts were generated. We used affinity diagram as a tool to find out what aspects within these concepts would be most effective. After refining and compromising, we ideated again and finally reached the design of Zygomote.

 

Concept

The name “Zygomote” is a composite of two Latin bases, “zygo” meaning “to join” and “mote” meaning “motion.” Essentially, Zygomote encourages people to join in motion and walk together, according to three primary motivations: social bonding, social accountability, and small accomplishments. A 2D visualization illustrates the time the user spends walking with friends; the user’s walking activity translates to measurable contributions to charities and causes; and the user frequently earns virtual awards for small feats. We believe a combination of these three features will encourage individuals to walk one more time, as one of the users from usability tests commented that Zygomote will “surely encourage me to walk more with friends.”

 

Prototyping and usability tests

During the last month, we conducted usability tests for the initial design of Zygomote. For this purpose, we created a paper prototype. According to the problems that we found, we redesigned and developed a new prototype for another series of usability tests using scenario-based testing. Participants were briefed about the application and provided the scenario. During the test, they were asked to use “think-aloud” protocol and freely explore the application, performing specific tasks when prompted. Testing sessions were videotaped for later analysis. After the test, participants completed a questionnaire to rate the design and provide comments. Most participants considered it useful and acknowledged it would motivate them to walk more, as one of the participants said, “it will surely encourage me to walk more with friends.”

Photoshop Mock-up prototype


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