

Summary
Sugardown aims to reduce the over-intake of sugary snacks. This product and service involve the start of the purchase and tracking the consumption of sugary snacks to decrease problematic behaviours. Sugardown is the graduation project when I studied in Loughborough University. Robust UX principles and design methods were applied during the project.

Icon Design

Definition of snacks in this project

Time
Snacks are not consumed as
part of the typical meals.

Categories
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Sugary snacks
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Sweet beverages

#Prototype #Wireframe #Gamification #High-fidelity prototype
Double Diamond
What were the problems and pain points?

-
Pay no attention to the nutrition labels on packages and daily sugar consumption

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Seeing snacks cause the urge to consume more snacks
User Interviews

Analysis tool - Affinity Diagram
As a focus group facilitator, I ensured the conversation stayed focused on the topic with a neutral attitude. Every person in the group spoke and shared their experiences and insights.

User Journey Map

Key Features

Workshop

Conducted collaborative sessions to iterate wireframes and discuss storyboard to imagine and simulate the process of using Sugardown
Participants mentioned potential problems which may discourage them use the app.
Storyboard

Using Self check-out machine
can record the purchased products to supermarkets membership and be synced to Sugardown App automatically to save users time.

Positive Feedback
Shopping List
Making shopping lists before purchase saves their time.
Comments on taste
Motivating them to try different low-sugary snacks.
Daily sugar amount
It is convenient to see the total daily sugar intake without calculation by themselves.

Main Problems & Solutions
Most users gave up recording the consumption of sugar and snacks. It is time-consuming and a hassle."


Most users don’t know how to set the goal of sugar reduction.”


How did I overcome the main challenge ?
To solve the time-consuming problem of recording sugar or snack consumption, I scanned all touch points and analysed the users' purchase behaviours. Users usually buy sugary snacks in supermarkets and use supermarket memberships for discounts.
Therefore, syncing the purchase history with membership can save time by quickly selecting sugary snacks from the purchase history to record what they consumed. The development team can drastically decrease the cost and budget of creating a database. Franchise supermarkets like Sainsbury have had their products' nutrient databases.
Key Stakeholder analysis

Gamification
After interviewing young users to increase their motivation to form a habit, gamification is adopted to increase engagement with creativity and multiple feedback while consuming sugary snacks.


The character change indicates whether the users keep following their goals to proceed with their plans. The route of the journey of character also is a flow chart showing the plan's progress with daily sugar intake amount.
Information Architecture

Usability Testing

UI Design & Prototype







