Deliverables: User journey, Storyboarding, Wireframes, Prototyping, User testing, Multiple devices
Programs: Sketch, Illustrator, Photoshop, After Effects, Figma, Paper prototyping
Kee is an automatic watering planter that teaches self awareness and aids in development of cognitive empathy.
Problem
Design a product that helps you become a better version of yourself.
Objective
I want to be someone described as "thoughtful."
Thoughtful is considering those around you and putting effort into how you interact with them.
How it Works
User illustrates mood (regularly) in the app
Planter takes care of plant, rewarding for higher frequencies of illustrations
Review collected data
Reflect; seeing patterns helps users understand themselves
See the similar patterns in other people and take it consideration what they’re feeling.
Users are rewarded for the frequency of their input, not of their mood. It's okay to have bad days, you won't be penalized.
And just in case, the pot is equipped with water, temperature, light, and fertilizer tracking so the app will know if the plant is suffering for other reasons.
Plants were chosen as the reward for their mood boosting effect.
Testing : Illustrating my mood 3 times a day
quick analysis of the data from my last month in school.
3 Ways to Enter Mood
Phone App : Input mood on the go & review your history.
Planter : Automatically takes care of plant based on the frequency that data is inputed. It also gives the user the option to draw on the front because interacting with it builds an emotional attachment.
Watch App : Input mood really on the go.
The value of Kee is that its design forces users to stop and think about how they're feeling, express and then later reflect by looking at what they drew, without the task feeling like a burden.
Wireframes + Prototypes
On your phone
On your pot
On your watch, on the go.
The application on your watch is important because it allows the task to become quick and easy. When the user isn't in the mood or doesn't have the time, the easier and less effort they have to put into the task, the more likely they'll suck it up and just do it.
The plant will lift the user's mood. But I have also found that the illustrations not only reveal valuable information, they can be quite amusing and fun to look back on.
a sample of the faces I did while testing
The Trail of Thought That Got Me Here
This project originally started as a product to improve a team environment and I had it as a team based product. But I realized that a great team environment starts with the individual, therefore if you improve yourself you're improving the environment around yourself for others. I researched what makes a good team environment, how it's created, how we learn to be better team players, how we learn to improve ourselves, what we can do to increase the likelihood of success. While working on this project I user tested my idea on myself. I did lo-fi prototypes for the user testing, app, and pot interface.
It was important to me that I created a product that wouldn't be abandoned. I've experienced this trying to learn Italian, exercise more, use my phone less, etc. While working on this project, I payed attention to the apps that I was at least semi successful with and why I stuck with them. I was most successful with the apps that were the least interrupting, which is why it was important for me to find an easy, but expressive way to record how the user is doing. Now, I'm drinking tons of water, brushing up on my Spanish and very occasionally mediating.
Recent Iterations
working on navigation and simplifying the onboarding process so that it has the same attitude as the app.