


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
Design collaboratively in Figma. Think creatively and develop a structured project plan.
Innovate and organize: Design together in Figma, break free from conventions, and create a clear project roadmap.
Team up in Figma for a creative design challenge. Think outside the box and structure your work for success.
Collaborative Design in Figma: Working together in Figma fosters creative teamwork and allows for real-time collaboration.
Structured Project Planning: Developing a clear project roadmap ensures organized progress and keeps the team aligned.
Innovation Through Creative Thinking: Encouraging out-of-the-box thinking helps break away from conventions and leads to more innovative design solutions.