An app that helps users overcome addiction in a supportive and informative environment without fear of judgment. The app adjusts to the individual needs of each user with an initial assessment.
Academia
Miro
Figma
Photoshop
for Research
for Project Management
for Wireframing and Prototyping
for Image Composing
During the COVID-19 pandemic, the increase in stress, social isolation, and uncertainty has led to a rise in addictive behaviors as people turn to substances, social media, and other activities as coping mechanisms.
To understand the prevalence of addiction and its impact, I researched and extracted certain facts from scientific papers. These statistics demonstrate the relevance of the topic. There are far more people affected by psychological or physical addictions than may appear.
Mark is a 36-year-old road engineer who lives with his family in a small village near Regensburg. Mark has been smoking for 15 years and has tried to quit multiple times without success. He is a loving husband and father of two children, but his addiction is starting to affect his family. His wife is constantly worried about his health and the impact of secondhand smoke on their children. Mark feels guilty and is determined to quit for his family’s sake.
Mark works in a close-knit environment where smoking is still considered a normal part of daily life. He feels pressure from his friends and colleagues to keep up with their smoking habits, making it difficult for him to quit. Despite this, Mark is motivated to quit smoking for himself and his family. He is looking for a solution that will help him overcome his addiction once and for all.
-> provide access to professional help
-> integrate own personal goals
-> provide tips to handle tempting situations
-> motivational features, to keep going
-> alternative activities feature to prevent relapse
-> seek help without fear of judgment
Some of the app’s content adapts dynamically to the individual user. Depending on how the user completes the initial form, the app is tailored to best meet their individual needs. There are three dynamic features and three static ones.
In the wireframe, I explored how the app could function and where it would be best to place the planned features. It was also important to arrange the app in such a way that the most important information can be read directly upon starting the app in order to best motivate the user.
When users launch the app for the first time, they are guided through a voluntary assessment. This helps the app adapt to the user’s needs. At the end of the questions, the user has the option to write a personal letter to themselves. After 100 days or in case of a very strong temptation, the user can access this letter to motivate themselves and show how far they have progressed.
The app is divided into three sections. The home screen is designed to motivate the user through gamification and levels that immediately inform them of their successes. Additionally, users can read about how their body changes and learn how to better deal with withdrawal symptoms and emotions. The second section is the community tab where users can share their worries and successes. It is important to establish strict rules so that this place remains safe and anonymous despite its sensitive nature. The third section consists of activities that can be used as distractions from boredom that can easily lead to setbacks.