Image by Toa Heftiba via Unsplash

Image by Toa Heftiba via Unsplash

Digital wellbeing
redesign

Digital
wellbeing
redesign

Digital wellbeing
redesign

Digital wellbeing
redesign

Summary

Time

3 Months

Role

UX Designer

Team

5 People

Location

Trento (IT)

Tasks

  • Define personas to understand your target audience

  • Create wireframes to visualize the user experience.

  • Tailored Google's design system to specific needs

  • Build a prototype to test your design with users.

  • Figma

  • Figjam

Tools

Time

3 Months

Role

UX Designer

Team

5 People

Location

Trento (IT)

  • Define personas to understand your target audience

  • Create wireframes to visualize the user experience

  • Tailored Google's design system to specific needs

  • Build a prototype to test your design with users

Tasks

  • Figma

  • Figjam

Tools

Time

3 Months

Role

UX Designer

Team

5 People

Location

Trento (IT)

Tasks

  • Define personas to understand your target audience

  • Create wireframes to visualize the user experience.

  • Tailored Google's design system to specific needs

  • Build a prototype to test your design with users.

  • Figma

  • Figjam

Tools

Time

3 Months

Role

UX Designer

Team

5 People

Location

Trento (IT)

Tasks

  • Define personas to understand your target audience

  • Create wireframes to visualize the user experience.

  • Tailored Google's design system to specific needs

  • Build a prototype to test your design with users.

  • Figma

  • Figjam

Tools

Time

3 Months

Role

UX Designer

Team

5 People

Location

Trento (IT)

Tasks

  • Define personas to understand your target audience

  • Create wireframes to visualize the user experience.

  • Tailored Google's design system to specific needs

  • Build a prototype to test your design with users.

  • Figma

  • Figjam

Tools

Introduction

Background

The Google app "Digital Wellbeing" aims to help users become more aware of their smartphone usage. It provides data on app usage and notifications. However, the app isn't widely used and has room for improvement. To address this, the team conducted research and redesigned the entire product to incorporate the insights gained.

Background

The Google app "Digital Wellbeing" aims to help users become more aware of their smartphone usage. It provides data on app usage and notifications. However, the app isn't widely used and has room for improvement. To address this, the team conducted research and redesigned the entire product to incorporate the insights gained.

Background

The Google app "Digital Wellbeing" aims to help users become more aware of their smartphone usage. It provides data on app usage and notifications. However, the app isn't widely used and has room for improvement. To address this, the team conducted research and redesigned the entire product to incorporate the insights gained.

Background

The Google app "Digital Wellbeing" aims to help users become more aware of their smartphone usage. It provides data on app usage and notifications. However, the app isn't widely used and has room for improvement. To address this, the team conducted research and redesigned the entire product to incorporate the insights gained.

Background

The Google app "Digital Wellbeing" aims to help users become more aware of their smartphone usage. It provides data on app usage and notifications. However, the app isn't widely used and has room for improvement. To address this, the team conducted research and redesigned the entire product to incorporate the insights gained.

Problem

While Digital Wellbeing has a well-designed interface, its placement within Android settings and lack of integration with other Google apps limit its accessibility and potential psychological benefits. To improve its impact, the team suggested making the app more prominent and integrating its features into other Google services.

Problem

While Digital Wellbeing has a well-designed interface, its placement within Android settings and lack of integration with other Google apps limit its accessibility and potential psychological benefits. To improve its impact, the team suggested making the app more prominent and integrating its features into other Google services.

Problem

While Digital Wellbeing has a well-designed interface, its placement within Android settings and lack of integration with other Google apps limit its accessibility and potential psychological benefits. To improve its impact, the team suggested making the app more prominent and integrating its features into other Google services.

Problem

While Digital Wellbeing has a well-designed interface, its placement within Android settings and lack of integration with other Google apps limit its accessibility and potential psychological benefits. To improve its impact, the team suggested making the app more prominent and integrating its features into other Google services.

Problem

While Digital Wellbeing has a well-designed interface, its placement within Android settings and lack of integration with other Google apps limit its accessibility and potential psychological benefits. To improve its impact, the team suggested making the app more prominent and integrating its features into other Google services.

Solution

Digital Wellbeing aims to help users manage their smartphone usage. Despite its clean design, the app's placement in Android settings and lack of integration with other Google apps limit its effectiveness. To improve this, the team focused on creating a more accessible dashboard and integrating features with other Google services to better connect real and digital life, promoting personal well-being.

Solution

Digital Wellbeing aims to help users manage their smartphone usage. Despite its clean design, the app's placement in Android settings and lack of integration with other Google apps limit its effectiveness. To improve this, the team focused on creating a more accessible dashboard and integrating features with other Google services to better connect real and digital life, promoting personal well-being.

Solution

Digital Wellbeing aims to help users manage their smartphone usage. Despite its clean design, the app's placement in Android settings and lack of integration with other Google apps limit its effectiveness. To improve this, the team focused on creating a more accessible dashboard and integrating features with other Google services to better connect real and digital life, promoting personal well-being.

Solution

Digital Wellbeing aims to help users manage their smartphone usage. Despite its clean design, the app's placement in Android settings and lack of integration with other Google apps limit its effectiveness. To improve this, the team focused on creating a more accessible dashboard and integrating features with other Google services to better connect real and digital life, promoting personal well-being.

Solution

Digital Wellbeing aims to help users manage their smartphone usage. Despite its clean design, the app's placement in Android settings and lack of integration with other Google apps limit its effectiveness. To improve this, the team focused on creating a more accessible dashboard and integrating features with other Google services to better connect real and digital life, promoting personal well-being.

Timeline

Problem definition

01

02

Research

Integrations

03

04

Redesign

Conclusions

05

Timeline

Problem definition

01

02

Research

Integrations

03

04

Redesign

Conclusions

05

Timeline

Problem definition

01

02

Research

Integrations

03

04

Redesign

Conclusions

05

Timeline

Problem definition

01

02

Research

Integrations

03

04

Redesign

Conclusions

05

Timeline

Problem definition

01

02

Research

Integrations

03

04

Redesign

Conclusions

05

Research

Personas

To better understand and target users, the team created two personas based on data and research. These personas helped visualize the user base and identify their specific needs, guiding the design of a more tailored and effective application.

Personas

To better understand and target users, the team created two personas based on data and research. These personas helped visualize the user base and identify their specific needs, guiding the design of a more tailored and effective application.

Personas

To better understand and target users, the team created two personas based on data and research. These personas helped visualize the user base and identify their specific needs, guiding the design of a more tailored and effective application.

Personas

To better understand and target users, the team created two personas based on data and research. These personas helped visualize the user base and identify their specific needs, guiding the design of a more tailored and effective application.

Personas

To better understand and target users, the team created two personas based on data and research. These personas helped visualize the user base and identify their specific needs, guiding the design of a more tailored and effective application.

Alice - “The Unaware”

15-year-old student

New school

Enterprising girl

Frustrations

  • Not knowing how to live in a big new city

  • Lack of sleep

Goals

  • To make new friends

  • New school

  • Less use of her smartphone

Normal experience

  • School during the day

  • Great use of smartphone in the evening

  • Saturday night: pizza out with classmates

Critical experience

  • Weekend alone at home

  • Spending excessive time on the smartphone

  • Unable to sleep

Alice - “The Unaware”

15-year-old student

New school

Enterprising girl

Frustrations

  • Not knowing how to live in a big new city

  • Lack of sleep

Goals

  • To make new friends

  • New school

  • Less use of her smartphone

Normal experience

  • School during the day

  • Great use of smartphone in the evening

  • Saturday night: pizza out with classmates

Critical experience

  • Weekend alone at home

  • Spending excessive time on the smartphone

  • Unable to sleep

Alice - “The Unaware”

15-year-old student

New school

Enterprising girl

Frustrations

  • Not knowing how to live in a big new city

  • Lack of sleep

Goals

  • To make new friends

  • New school

  • Less use of her smartphone

Normal experience

  • School during the day

  • Great use of smartphone in the evening

  • Saturday night: pizza out with classmates

Critical experience

  • Weekend alone at home

  • Spending excessive time on the smartphone

  • Unable to sleep

Alice - “The Unaware”

15-year-old student

New school

Enterprising girl

Frustrations

  • Not knowing how to live in a big new city

  • Lack of sleep

Goals

  • To make new friends

  • New school

  • Less use of her smartphone

Normal experience

  • School during the day

  • Great use of smartphone in the evening

  • Saturday night: pizza out with classmates

Critical experience

  • Weekend alone at home

  • Spending excessive time on the smartphone

  • Unable to sleep

Alice - “The Unaware”

15-year-old student

New school

Enterprising girl

Frustrations

  • Not knowing how to live in a big new city

  • Lack of sleep

Goals

  • To make new friends

  • New school

  • Less use of her smartphone

Normal experience

  • School during the day

  • Great use of smartphone in the evening

  • Saturday night: pizza out with classmates

Critical experience

  • Weekend alone at home

  • Spending excessive time on the smartphone

  • Unable to sleep

Kevin- “The Art Lover”

36-year-old man

Engineer

Active person

Frustrations

  • Little free time

  • Not able to search events on his smartphone

Goals

  • Reconcile commitments

  • Have time for his passions

Normal experience

  • Hard work during the week

  • Heard of an art event

  • Weekend at the museum

Critical experience

  • Deadline forgotten

  • Working during the weekend

  • Stress/not being able to relax

Kevin- “The Art Lover”

36-year-old man

Engineer

Active person

Frustrations

  • Little free time

  • Not able to search events on his smartphone

Goals

  • Reconcile commitments

  • Have time for his passions

Normal experience

  • Hard work during the week

  • Heard of an art event

  • Weekend at the museum

Critical experience

  • Deadline forgotten

  • Working during the weekend

  • Stress/not being able to relax

Kevin- “The Art Lover”

36-year-old man

Engineer

Active person

Frustrations

  • Little free time

  • Not able to search events on his smartphone

Goals

  • Reconcile commitments

  • Have time for his passions

Normal experience

  • Hard work during the week

  • Heard of an art event

  • Weekend at the museum

Critical experience

  • Deadline forgotten

  • Working during the weekend

  • Stress/not being able to relax

Kevin- “The Art Lover”

36-year-old man

Engineer

Active person

Frustrations

  • Little free time

  • Not able to search events on his smartphone

Goals

  • Reconcile commitments

  • Have time for his passions

Normal experience

  • Hard work during the week

  • Heard of an art event

  • Weekend at the museum

Critical experience

  • Deadline forgotten

  • Working during the weekend

  • Stress/not being able to relax

Kevin- “The Art Lover”

36-year-old man

Engineer

Active person

Frustrations

  • Little free time

  • Not able to search events on his smartphone

Goals

  • Reconcile commitments

  • Have time for his passions

Normal experience

  • Hard work during the week

  • Heard of an art event

  • Weekend at the museum

Critical experience

  • Deadline forgotten

  • Working during the weekend

  • Stress/not being able to relax

*Personas created for the project

Integrations

Integrations

The team focused on integrating Digital Wellbeing components into other Google apps to increase its discoverability and create a more holistic well-being experience. By incorporating non-digital aspects like location visits, events, and social interactions from apps like Maps, Photos, Calendar, and Fit, they aimed to provide a broader understanding of users' overall well-being.

Integrations

The team focused on integrating Digital Wellbeing components into other Google apps to increase its discoverability and create a more holistic well-being experience. By incorporating non-digital aspects like location visits, events, and social interactions from apps like Maps, Photos, Calendar, and Fit, they aimed to provide a broader understanding of users' overall well-being.

Integrations

The team focused on integrating Digital Wellbeing components into other Google apps to increase its discoverability and create a more holistic well-being experience. By incorporating non-digital aspects like location visits, events, and social interactions from apps like Maps, Photos, Calendar, and Fit, they aimed to provide a broader understanding of users' overall well-being.

Integrations

The team focused on integrating Digital Wellbeing components into other Google apps to increase its discoverability and create a more holistic well-being experience. By incorporating non-digital aspects like location visits, events, and social interactions from apps like Maps, Photos, Calendar, and Fit, they aimed to provide a broader understanding of users' overall well-being.

Integrations

The team focused on integrating Digital Wellbeing components into other Google apps to increase its discoverability and create a more holistic well-being experience. By incorporating non-digital aspects like location visits, events, and social interactions from apps like Maps, Photos, Calendar, and Fit, they aimed to provide a broader understanding of users' overall well-being.

*Maps example

Google maps

Added a section for events in Maps to encourage social interaction and improve well-being.

*Fit example

Google fit

Added gamification to encourage physical activity and track progress in the Digital Wellbeing app.

Redesign

Introduction

The Digital Wellbeing app was designed to be a central hub for all well-being features within the Google ecosystem, while maintaining its original functionality. This allows users to easily access both digital and physical well-being components in one place.

Introduction

The Digital Wellbeing app was designed to be a central hub for all well-being features within the Google ecosystem, while maintaining its original functionality. This allows users to easily access both digital and physical well-being components in one place.

Introduction

The Digital Wellbeing app was designed to be a central hub for all well-being features within the Google ecosystem, while maintaining its original functionality. This allows users to easily access both digital and physical well-being components in one place.

Introduction

The Digital Wellbeing app was designed to be a central hub for all well-being features within the Google ecosystem, while maintaining its original functionality. This allows users to easily access both digital and physical well-being components in one place.

Introduction

The Digital Wellbeing app was designed to be a central hub for all well-being features within the Google ecosystem, while maintaining its original functionality. This allows users to easily access both digital and physical well-being components in one place.

Wireframe

The Digital Wellbeing app design includes a home page with a dashboard summary, a detailed view of user activities, a calendar for visualizing activities over time, and a settings page for managing app features.

Wireframe

The Digital Wellbeing app design includes a home page with a dashboard summary, a detailed view of user activities, a calendar for visualizing activities over time, and a settings page for managing app features.

Wireframe

The Digital Wellbeing app design includes a home page with a dashboard summary, a detailed view of user activities, a calendar for visualizing activities over time, and a settings page for managing app features.

Wireframe

The Digital Wellbeing app design includes a home page with a dashboard summary, a detailed view of user activities, a calendar for visualizing activities over time, and a settings page for managing app features.

Wireframe

The Digital Wellbeing app design includes a home page with a dashboard summary, a detailed view of user activities, a calendar for visualizing activities over time, and a settings page for managing app features.

*Wireframe of the application

Design system

To maintain a familiar user experience, the team chose to use a design language similar to Material Design for the Digital Wellbeing app. However, for custom use cases, we developed our own design system components within Figma. This allowed us to maintain consistency while adapting to specific needs, ensuring a cohesive and user-friendly experience.

Design system

To maintain a familiar user experience, the team chose to use a design language similar to Material Design for the Digital Wellbeing app. However, for custom use cases, we developed our own design system components within Figma. This allowed us to maintain consistency while adapting to specific needs, ensuring a cohesive and user-friendly experience.

Design system

To maintain a familiar user experience, the team chose to use a design language similar to Material Design for the Digital Wellbeing app. However, for custom use cases, we developed our own design system components within Figma. This allowed us to maintain consistency while adapting to specific needs, ensuring a cohesive and user-friendly experience.

Design system

To maintain a familiar user experience, the team chose to use a design language similar to Material Design for the Digital Wellbeing app. However, for custom use cases, we developed our own design system components within Figma. This allowed us to maintain consistency while adapting to specific needs, ensuring a cohesive and user-friendly experience.

Design system

To maintain a familiar user experience, the team chose to use a design language similar to Material Design for the Digital Wellbeing app. However, for custom use cases, we developed our own design system components within Figma. This allowed us to maintain consistency while adapting to specific needs, ensuring a cohesive and user-friendly experience.

*Some components of the utilized design system

*Some components of the utilized design system

*Some components of the utilized design system

*Some components of the utilized design system

*Some components of the utilized design system

*Some components of the utilized design system

Companion

To create a more personal and engaging experience, we introduced a companion/mascot within the Digital Wellbeing app. This companion is designed to resemble the user's appearance and is present on every screen. The goal is to foster an emotional connection and increase user engagement, fun, and trust in the application.

Companion

To create a more personal and engaging experience, we introduced a companion/mascot within the Digital Wellbeing app. This companion is designed to resemble the user's appearance and is present on every screen. The goal is to foster an emotional connection and increase user engagement, fun, and trust in the application.

Companion

To create a more personal and engaging experience, we introduced a companion/mascot within the Digital Wellbeing app. This companion is designed to resemble the user's appearance and is present on every screen. The goal is to foster an emotional connection and increase user engagement, fun, and trust in the application.

Companion

To create a more personal and engaging experience, we introduced a companion/mascot within the Digital Wellbeing app. This companion is designed to resemble the user's appearance and is present on every screen. The goal is to foster an emotional connection and increase user engagement, fun, and trust in the application.

Companion

To create a more personal and engaging experience, we introduced a companion/mascot within the Digital Wellbeing app. This companion is designed to resemble the user's appearance and is present on every screen. The goal is to foster an emotional connection and increase user engagement, fun, and trust in the application.

Digital wellbeing score

The Digital Wellbeing score is a gamification element designed to motivate users to reduce phone usage and engage in more social activities. It combines various factors such as phone interactions, daily steps, and event participation to provide a comprehensive assessment of well-being.

Digital wellbeing score

The Digital Wellbeing score is a gamification element designed to motivate users to reduce phone usage and engage in more social activities. It combines various factors such as phone interactions, daily steps, and event participation to provide a comprehensive assessment of well-being.

Digital wellbeing score

The Digital Wellbeing score is a gamification element designed to motivate users to reduce phone usage and engage in more social activities. It combines various factors such as phone interactions, daily steps, and event participation to provide a comprehensive assessment of well-being.

Digital wellbeing score

The Digital Wellbeing score is a gamification element designed to motivate users to reduce phone usage and engage in more social activities. It combines various factors such as phone interactions, daily steps, and event participation to provide a comprehensive assessment of well-being.

Digital wellbeing score

The Digital Wellbeing score is a gamification element designed to motivate users to reduce phone usage and engage in more social activities. It combines various factors such as phone interactions, daily steps, and event participation to provide a comprehensive assessment of well-being.

Prototype

Final prototype on Figma

With the wireframe structure and design system in place, creating the prototype involved arranging the components in their designated positions. The following sections will delve deeper into specific functionalities to provide a more complete understanding of the final experience.

Final prototype on Figma

With the wireframe structure and design system in place, creating the prototype involved arranging the components in their designated positions. The following sections will delve deeper into specific functionalities to provide a more complete understanding of the final experience.

Final prototype on Figma

With the wireframe structure and design system in place, creating the prototype involved arranging the components in their designated positions. The following sections will delve deeper into specific functionalities to provide a more complete understanding of the final experience.

Final prototype on Figma

With the wireframe structure and design system in place, creating the prototype involved arranging the components in their designated positions. The following sections will delve deeper into specific functionalities to provide a more complete understanding of the final experience.

Final prototype on Figma

With the wireframe structure and design system in place, creating the prototype involved arranging the components in their designated positions. The following sections will delve deeper into specific functionalities to provide a more complete understanding of the final experience.

Conclusion

Experience

This project involved redesigning the Digital Wellbeing app to create a richer and more integrated experience within the Google ecosystem. While the visual design was already well-executed, the focus was on reimagining the overall functionality and user experience.

Experience

This project involved redesigning the Digital Wellbeing app to create a richer and more integrated experience within the Google ecosystem. While the visual design was already well-executed, the focus was on reimagining the overall functionality and user experience.

Experience

This project involved redesigning the Digital Wellbeing app to create a richer and more integrated experience within the Google ecosystem. While the visual design was already well-executed, the focus was on reimagining the overall functionality and user experience.

Experience

This project involved redesigning the Digital Wellbeing app to create a richer and more integrated experience within the Google ecosystem. While the visual design was already well-executed, the focus was on reimagining the overall functionality and user experience.

Experience

This project involved redesigning the Digital Wellbeing app to create a richer and more integrated experience within the Google ecosystem. While the visual design was already well-executed, the focus was on reimagining the overall functionality and user experience.

Lesson learned

Lesson learned

Lesson learned

Lesson learned

Lesson learned

  1. Design collaboratively in Figma. Think creatively and develop a structured project plan.

  2. Innovate and organize: Design together in Figma, break free from conventions, and create a clear project roadmap.

  3. Team up in Figma for a creative design challenge. Think outside the box and structure your work for success.

  1. Collaborative Design in Figma: Working together in Figma fosters creative teamwork and allows for real-time collaboration.

  2. Structured Project Planning: Developing a clear project roadmap ensures organized progress and keeps the team aligned.

  3. Innovation Through Creative Thinking: Encouraging out-of-the-box thinking helps break away from conventions and leads to more innovative design solutions.

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