Feat make learning fun

Background

Feat is an iOS app that rewards employees based on their healthy actions. The original product has been used by companies like Airbnb to encourage its employees to adapt healthier habits. When the founder was approached by a multi-billion dollar Italian pasta company for ways to improve employee performance in its food training program, I had the opportunity to design an engaging learning experience that leveraged the original product's core features.

FEATPROMO.png

My role

I collaborated with the client on the product requirements and was responsible for the UX. The original app’s flow and rules were not applicable to the food training experience and so I created new scenarios and user flow. The original product collects input from biometric fitness trackers, where the new product measures datasets such as workshop attendances and quiz scores.

After the kickoff meeting, I identified the following main product goals:

  • Design a fun and engaging job training experience on team and individual levels
  • Improve the original app based on previous user feedback

I worked closely with the client and came up with new scenarios that satisfy the product requirements and goals. 

Feedback from users

Feedback from users

 

guerilla user testing

The project scope didn't include any formal user testing due to time and budget constrains, but thanks to the broad user base, I was able to run guerrilla user testing. I used Invision to generate interactive prototypes, and sent the links to participants' phones for them to test. Through testing, I quickly discovered several areas like navigation, visualization and content that could be improved.

For example, I thought it would be more convenient for users to start a challenge directly once they open the app, but it turned out to be confusing for users to start without an overview of all the challenges. Therefore, I modified the navigation to address the first issue. The new navigation required one more tap, but it provided an overview that users liked and found helpful. 

Moreover, it took users some effort to understand the different types of visualizations ("Uh... why do I see both coins and stars in My Scoreboard...Oh, I get it now") .  To address it, I decided to emphasize that stars are on a team level, and coins are on an individual player level in the Rewards and Scoreboard sections. 

Invision prototype for user testing

Invision prototype for user testing

 

Concept highlights

  • Incorporate gamification mechanism like social influence to incentivize players to complete training and to build team culture. 
  • Prioritize call to actions. In the original product, there was no obvious call to action on the landing screen. In user studies, we found that some users did not know what to do. In this new version, the spotlight is on the nudging players to complete challenges.  
  • Incentivize both individuals and teams. As soon as I started to design, I realized we needed to have both individual and team rewards because we wanted to keep individual players motivated (instead of just aiming for a passing grade) while leveraging team success.