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Connectica

An application to cater loneliness in later life!

iOS ∙ RESEARCH ∙  VISUAL DESIGN ∙ ACCESSIBILITY

OVERVIEW

It is an application which is designed to cater loneliness in later life, i.e., for people above 50 years of age. Loneliness is an important factor for determining physical wellbeing of people and can have negative impact on the quality of life. Hence, 'Connectica' will help elderly to find similar minded friends,  exchange thoughts, perform activities and maintain connection with own families. This will ultimately help elderly maintain their physical as well as mental well being and quality of life.

MY ROLE

UX Design Research, UXD Process, Prototyping, Visual Design, UI Design, Style Guide, Interaction Design, Accessibility for Elderly.

PROJECT DURATION

12 weeks: September 2020 - December 2020

TEAM

Shivani Sonawane, Derek Kong, Yinkai Liao

TOOLS USED

Figma , Adobe Illustrator, Adobe Photoshop

ADVISER

Dr. Chris Creed, Prof. Robert Sharl

Background research

BACKGROUND RESEARCH

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Loneliness & isolation...

-A person can be isolated but not feel lonely.

-But a person who is surrounded by people but can still feel lonely.

-It’s about meaningful interactions; not no. of people a person knows.

Loneliness in England...

-1.4 Million people - aged 50 and over – Chronically Lonely – 2016/2017

-2 Million people - aged 50 and over – Chronically Lonely – 2019/2020

-43% increase in just 3-4 Years

WHAT CAUSES LONELINESS?

NOBODY TO TALK /SHARE FEELINGS
IF THE PERSON IS 
WIDOWED
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POOR HEALTH CONDITIONS
FEELING OF ESTRANGEMENT
UNABLE TO DO WHAT THEY FEEL
LIVING ALONE & WITHOUT FAMILY
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‘More than 60% of people worry about the stigma of mental health problems and may not even seek help!’

WHY THE AWARENESS IS IMPORTANT?

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THE PERCENTAGE OF PEOPLE SUFFEREING FROM LONELINESS IS INCREASING RAPIDLY

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IT'S HARD TO STAY AWAREABOUT THE NEGATIVE SIDE EFFECTS OF THIS SILENT KILLER

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IT MAY CAUSE OTHER SERIOUS HEALTH ISUUES IF NOT TRIGGERED EARLY

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UNKNOWINGLY MENTAL ILLNESS FURTHER AFFECTS OUR DAY TO DAY LIVES.

“More than one million older people say they go for over a month without speaking to a friend, neighbor or family member.”
-NHS, uk

As a human, It made us think deeply about the increasing percentage of loneliness in the elderly people and their effects on their physical well being. We were disappointed that most of the people can not even realize that they are having some mental health issues…!

BUT...IT IS PREVENTABLE & NOT INEVITABLE...!
User rquirements

USER REQUIREMENTS

User Personas

Three personas were created, whereby each having various age, backgrounds and causes of loneliness.  Each persona is having different needs, goals as well as frustrations. Creating these personas allowed us to focus on a concluded version of a real-life target audience to design with a human-centered approach.

Key Findings: Target audiences can be the people with wide range of age, backgrounds, careers, goals, fears, needs, goals, priorities etc. Hence, designing for all is extremely important.

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Empathy map for Tired Tim

THINKS/ FEELS

  • There is nothing to do

  • I am a burden on my family

  • What children must be doing now

  • I wish I could spend more time with grandchildren

  • Staying alone at home is very sad

  • I really want to enjoy like I used to do earlier

  • Having something to look forward to in a week feels great

  • Why I am feeling like this

  • May be because I don’t have anyone to talk to, It’s very lonely

  • I want to learn something new

  • I can’t do anything because of health issues

  • I don’t belong here

  • It’s difficult to stay in touch with old friends. Some of them live away

  • Children might be busy in their own life. I should not bother them

HEARS

  • ”Hi! I am busy at the moment dad, can I call you later?”

  • ”Hi dad, Sorry it’s very late how..almost 11.30PM here, can we talk tomorrow? I am tired..love you!”

  • ”Hey Tim, you should try to stay active”

  • ” You are so old now…”

  • ”You won’t understand how to use it”

  • ” How can you learn that at this age?”

SEES

  • Young people doing so many things

  • Rush outside the house

  • News feed

  • People at this age spending time with their loved ones

  • Friends being active in day-to-day life

  • Photos of grandchildren growing old

  • Messages from children and friends

  • YouTube videos

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SAYS/ DOES

  • ”I don’t have anyone to talk to”

  • ”People whom I know won’t understand how I am feeling”

  • ”My daughter lives in another country”

  • ”Whenever my son visits me with my grandchildren, It makes my day”

  • ”Lockdown is very hard. I can’t do anything”

  • ”I wish I could meet other people like me”

  • ”I think future is all about young generation, technology has improved a lot”

  • ”I miss my wife”

  • ”Sometimes I don’t talk to anyone for more than a month”

  • ”I don’t like to bother my children as they must be lonely in their own life”

  • ”I have to do all the things alone”

  • ”I many times don’t feel like doing anything throughout the day”

  • ”Talking to people or meeting someone feels good”

  • Sits alone on the chair

  • Constantly thinks about something if has nothing to do

Experience map for Tired Tim
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CONCLUSION: People feel lonely if they do not engage themselves in some activities or conversations.

Scenarios and HTA diagrams

Following the creation of of the personas, five scenarios were created to inform the development and layout of the application. One scenario in particular having an impairment for the purpose of exploring accessibility. HTA diagrams for each scenario were also created for process intentions.

Key findings: Scenarios allows for deeper thinking around the most efficient ways users can complete tasks within the application.

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Conclusion

CONCLUSION

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Social isolation causes loneliness in elderly people. Which ultimately decreases quality of life and hence, technology can be used to increase the social interaction for such people.

TECHNOLOGY & ELDERLY

“Smartphone usage in the United Kingdom has increased across all age ranges since 2012, most noticeably among those aged 55-64 years of age. Whereas just 9 percent of those aged 55 to 64 years of age used a smartphone in 2012, that number rose to 80 percent by 2019”


-Statista.com

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THE
CHALLENGES

HOW MIGHT WE...

Make a use of technology to help elderly connect each other and make new friends?

Help elderly and lonely people to have meaningful conversation and to stay in touch with their loved ones ?

Encourage elderly to be active and take care of their mental health?

Make the platform secure and trustworthy for them?

Comparative analysis

COMPARATIVE ANALYSIS

After analyzing various applications (which are designed to cope up with loneliness and other mental health problems) such as:

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TALK LIFE
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TALKSPACE
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WYSA
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HEADSPACE

we discovered that the main functions of these apps are based on the Chatbots, which are:

-Artificial Intelligence softwares used for initiating a conversation & interaction with the user. 
-A virtual person(software) behind it
-people are not able to make new real connections with other people.

We also studied about usability of existing socializing platforms like Facebook, Twitter, Zoom, Facetime, Instagram, Skype etc., We understood that even though the number of elderly using technology has increased in the recent years, Media networks which are used by the largest number of people,

-have much less impact on the elder people
-Does not satisfy the needs of elderly. 
-security and privacy are other main concerns about these networks.

Age Uk has Identified 3 ways to reduce loneliness and isolation in later life…

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TO SUPPORT & RETAIN EXISTING RELATIONS REMOTELY DURING PANDEMIC
TO FOSTER & ENABLE NEW SOCIAL CONNECTIONS & MAINTAIN THEM OVER TIME
TO HELP PEOPLE CHANGE THEIR THINKING ABOUT EXISTING SOCIAL CONNECTIONS
Design solution

DESIGN SOLUTION

We realized the fact that only having a conversation with chatbots won’t help elderly as meeting and talking to new people, staying in touch with the family & loved ones, and keeping themselves busy with activities are the key points for their escape from loneliness. Hence, an idea is to design an app which will help them socialize even during this pandemic.

Brainstorming & mind-mapping

Card sorting

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We conducted online open card sort using ‘Optimal Sort’.

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To further inform the structure and processes within the application, the card sorting technique allowed us to ensure we develop task processes within the app to how users expect to complete them. To do this, users were asked to fit each and every feature of the app into the intended pages within the app. The results are as followed below.

Key Finding: Card sorting provides insight into the psych of users, providing a foundation to intuitive content grouping.

Information architecture

Previously done research, brainstorming and card sorting helped to decide the architecture of the application.

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For the ‘First time users’

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For the ‘Regular users’

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Prototyping

RAPID PROTOTYPING

Due to two of the university modules being merged (Human-centred Design and Visual Interface Design), paper prototyping went back and fourth between both at this stage. Therefore, the first step was creating wireframe sketches for the visual interface design aspect, which are as followed below.

Key Finding: The visual interface design of apps is just as important as the human-centred method.

REFINING THE DESIGN

Exploring Options For Dashboard & General App Flow

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BOTTOM NAVIGATION FORMAT
CENTRAL NAVIGATION FORMAT

First time users' sequence

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SOLUTION 1

Select the reason to connect > Search for Profiles > Suggest profiles > check profiles > Send Request > Create Account and profile

SOLUTION 2

Discover> Search for Virtual Events> Join Event > Max 3 events users can attend as a guest > Create Account and profile

Dashboard options

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OPTION 1

List View of Each section

- Home page provides more information for the user ​
- Buttons to different pages are larger and easier to identify
Listing view introduces user to all the features but switching between features becomes impossible. Users has to go back to dashboard every time after opening any section. Provides access to 1 destination at a time.
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OPTION 2

Bottom Navigation

- Familiar Interface, easy to get used to​
​- Fewer steps to get into the target pages​.
Bottom navigation bars provide access to 3-5 top-level destinations on mobile devices. Their location, visibility, and persistence across screens allow quick pivoting between destinations.
CONCLUDED
IMPLEMENTATIONS

Centred layout approach to cater for both left and right handed users.

Grid approach to organising grouped content to avoid clutter.

Strategic grouping of features according to card sorting activity results.

LOW-FIDELITY WIREFRAMES

After the screens were concluded in the paper prototyping step, digital wireframes were created for a better visualisation of how the screens would look before hi-fidelity prototyping, as well as the process for each scenario and HTA diagrams and are as followed below.

Key Finding: Digital wireframing provides a solid foundation for any changes before hi-fi prototypes.

Onboarding and Profile setting process sequence for new/ first time users:

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Onboarding and Profile setting process sequence for new/ first time users:

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Final designs

HIGH-FIDELITY WIREFRAMES

Connectica

An application to cater loneliness in later life!

FIRST TIME USER SEQUENCE

Signing Up,  Searching Friends & Connecting...

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Individual Screens of the 'Fiirst time user' sequence flow

AVAILABLE FEATURES FOR REGULAR USERS

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Discover  Activities...

-Go through all the activities listed,
-Check for ongoing activities,
-View Activity details,
-Join ongoing activities,
-Chat with other members,
-Connect with host at the end of the event.

Individual Screens of the 'Discover activities' user sequence flow

Host Activities...

-Select host activity,
-Interest area of the activity,
-Mention date and Time,
-Describe your activity in brief,
-Select the discoverability status,
-Publish the activity. 

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Individual Screens of the 'Host activities' user sequence flow
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Discover  People...

-Go through all the friend suggestions,
-View the profile of any one which you wish to connect with,
-Check the details and their interests,
-Send a request to connect,
-Connect with the person.

Individual Screens of the 'Discover people' user sequence flow

Check your friends section

-Check friends messages,
-Check pending requests to connect,
-Check all your connections at one place.

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Individual Screens of the 'Friends and friend requests' user sequence flow
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Spend Quality Time With Family...

-Check the schedule of family members,
-Check who is free,
-Connect with the person.

Individual Screens of the 'Family' user sequence flow
Behind the design

BEHIND THE DESIGN

Analysis of other applications

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Style guide

Evaluation

EVALUATION

Total of 9 tests were conducted.​​
Due to current  circumstances, we had difficulties finding participants aging 50 or more, therefore 7 participants, aged between 20-25 were told to assume themselves as the target demographic during testing.

Qualitative Test

1.Tasks were given to perform, and the observations were recorded
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2.Tasks were given to perform, and the observations were recorded
  1. Were you able to complete all the tasks easily?
  2. What difficulties you faced while using the application?
  3. What do you liked the most in the app?
  4. What improvements you would like to suggest in this application?
  5. Do you think that the app would help lonely people make their life happy by connecting them with different people?

Data Gathered

  1. Feedback from age 50+ testers:​
    -Testers confused when needed to select multiple options; providing hints was necessary…​
    -Testers inclined to tap on avatars at first slight, ignoring buttons below​…
    -Some terminologies were confusing… ​
    -Tester wants to know the exact number of steps on certain actions. E.g. When signing up​
    -User do not have the conscious on having to accept request from the other user after sending them one.​
  2. Feedback from other testers:  ​
    - Some areas are not obvious as to clickable or not​
    - Some text may require additional help for the user to read​
    - Some options are not visible enough; easy to miss​
    - Colors and white spaces are too tiring to the eyes​​
  3. Feedback for improvements:​
    - Include more indicators for new messages; availability etc.​
    - Make scrollable area more obvious​
    - Divide content into separate pages to improve visibility   ​

Qualitative Test

System Usability Scale (SUS) score was calculated
Participants were asked to fill out SUS Questionnaire after completing the given tasks. The observations were recorded while completing the tasks for qualitative analysis and then participants were also asked to provide their feedback.

Data Gathered

An average score of 72.8/100 from 9 users.​
Iterations

ITERATIONS

The iterations were made based on the feedback we got from evaluation.

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Reflections

REFLECTIONS

What Went Well?

1. Made the user interface simple yet it satisfies our scenarios.
2. Made most of the improvements based on the feedback from user testing.
3. Keeping up with the progress in the design process each week.
4. Came up with various solutions for our context.

Challenges We Faced

1. Did not have much face-to-face discussions; Held timely online meetings.
2. Keeping up with each groupmate’s progress due to the pandemic; we used collaborative editing software to keep group members updated.
3. Finding participants for user testing; Tried finding volunteers online.
4. Being from different educational backgrounds; Distributed tasks based on our skills.

What We Could Have Done Differently?

1. Done more research about elderly and technology usage.
2. Spent more time understanding how elderly communicates and how it differs from younger users.
3. Done the usability testing with the target demographic.
4. Done better time management in the earlier design stages.
Future Updates

UPDATES GOING FORWARD

Designing Profile Section

Self Reflection- Statistics of your Own Progress, sharing that progress with friends, Rewards,  Achievements etc.
Endowed Progress Effect which notes that:
“When people feel they have made some progress towards a goal then they will become more committed to continued effort towards achieving the goal.”

Designing Profile Making Platform Trustworthy

By registering it with organization like ‘Age.co.uk’.
Adding participants after verifying them.

Ways to Include Family members

Since, Platform is for elderly, there should be a way in which family members can be added by elderly. An app with different interface can be created for family members using which they can monitor the health of elderly as well.

Facility for Emergency Call

It is important to have this feature in case of emergency. 

WORKING AS A TEAM

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Helped to bring in various Ideas and Creativity throughout design process.
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Learned to respect other’s opinions and understand it.
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Different educational & cultural backgrounds helped us look at problems from different perspectives.

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