Mivo

Overview:

This is a studio term project for an introductory UI/UX studio led by Tin Le. This class taught us how to use Figma, conduct effective user research, and learn different research methodologies. This app partners with my other individual Fall 2024 term project from Connected Devices studio led by Rachael Volker.

Mivo is a solution to Seoul, South Korea’s digital and mental health epidemic. Mivo helps bring users outside more to get them to their recommended outdoor time set by the Scientific Report. The app leads users to the physical Mivo stations, and allows users to unlock various rewards and a way to connect to other users.

This is a partner project with Addy Leif. Addy helped conduct and synthesize user research. She helped with early screens and slide deck building.

suffer from prolonged depression in Seoul. This is a 10.2% increase from 2022 to 2024. (National Institue of Mental Health)

How might we disconnect the population of Seoul from their devices and promote outdoor activity for better mental health?

Painpoints

Project goals

Clean energy.

Date:

Duration:

3 months

81%

of the surveyed population who live in Seoul are unsatisfied with the amount of time they spend outside.

Interviews

One of the first steps of my process was contacting people who live in Seoul for an interview. I wanted to better understand their day to day life, the reasons why they don’t spend outside and where they’re going instead.

Through this process, I was able to uncover the main painpoints that an app could target to make the lives of the users easier.

More accessible electricity.

Role:

UI/UX

User Research

Branding

Prototyping

Character Design

40.2%

0%

of the surveyed group meet the recommended amount of time to spend outside to gain health benefits.

Connect urban populations to their local green space.

The government has called for social change and a push for mental well-being. The Scientific Report conducted a study on the correlation between health and well-being with the amount of time one spends outside. They found that those who live in greener areas are “associated with lower probabilities of cardiovascular disease, obesity, diabetes, asthma hospitalization, mental distress, and ultimately mortality,” (White, 2019). They found that “populations in high-income, largely urbanized, societies,” greatly benefitted more from outdoor time (White, 2019).

Wireframe.

Usability Tests

In between designing the screens and flows, we sent prototypes to our users to test the usability.

Without any assistance, we watched our users navigate through our prototypes. We took notes on dead-ends, struggle points and positive reactions in real time. We took the results and made the right changes.

Usability tests were one of the most important parts of our process. Designing for users with users is the best way to ensure our product will stay successful.

Following the user’s journey

Using design systems

Final screens

Prototypes

Increase time spent outside.

App for the young adult population of Seoul to connect to their outdoor space through their avatar, rewards and events.

Low-fi.

Mid-fi.

Fall 2024

Improve health and mental well-being.

“I wanted to spend more time outside (in Seoul), but I didn’t know where to go and what there was to do. Most of the time I would make plans with my friends in indoor settings.”

“When I am in the office, I only look at a screen so there is no motivation for me to go outside, but when I am home and the weather is nice I want to go out.”

“I am not satisfied with the time I spend outside because I’m too busy and I only go outside when I’m off work and have no plans with friends. When I go out, I’m by myself and I don’t have enough content to stay outside so when I’m bored, I’ll go back inside.”

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