Day Tracker
The Day Tracker is an application my team developed in our research team, the HuskyADAPT VIP, to create a daily goal tracking app and mood tracker for a middle school girl, Jayna, who lives with cognitive and physical barriers. This tool is meant to help Jayna's mother keep track of Jayna's day as she transitions into middle school and is becoming more independent. This objective of building this application is for Jayna to be able to give effective feedback on certain tasks she does throughout the day along with her emotional state when doing each task.
Our needs expert
Our needs expert, Jayna, is a cheerful middle school student with hemimegalencephaly, a rare brain condition that led to a surgery to disconnect the right half of her brain. These conditions have now finally caused Jayna to live with partial blindness and hemiplegia, a weakness on her body's left side.
Jayna Doll
This project idea developed when one day after school, Jayna came home on the bus crying, saying that classmates had been bullying her. However, she wasn't able to completely describe her feelings and describe the issues and pull them from her memory.
This application will hopefully be a way to keep Jayna in communication with her mother throughout the day, and will notify her mother when she finishes certain tasks and how she is feeling throughout the day.
Team: Cheyenne Sokkappa, Vera Chen, Anthony Ugas, Swetha Ramaswamy
Roles: UX Engineer
Duration: 2 quarters (possible ongoing project)
Research Group: HuskyADAPT VIP at the University of Washington
Design Process
1. Problem identification. This includes interviewing our needs expert about her needs.
2. Research. Test other mood tracking and day tracking apps and find pros/cons of each design
3. Ideation. Develop low fidelity prototype using our design knowledge and Jayna's needs
4. Persona/User Needs. Meet with Jayna again and show her the prototype, figuring what she likes and doesn't like, and what would help her input more information.
5. Design Refinement.Create a high fidelity prototype.
6. Evaluation. Test with Jayna one additional time, add additional features if possible.
7. Deliverable for Software Development. Code the app in iOS.
Low Fidelity Prototype
These were prototypes that were developed for two views. One for Jayna, to complete certain tasks. One for Sunshine, her mother, to give Jayna tasks to finish.
Click on the image to get to the other view.
Assessing Functionality of Prototypes
After initially creating a prototype, we decided to take a step back and assess the functionality and whether or not it completes our needs so we made a diagram of all the possible functionalities of the application.
First Iteration Prototype
I finally created a high fidelity prototype after making sure of our needs and core functions for the app.
Home and School Visit
We conducted short usability testing on Jayna. We then talked to her parents about their needs and wants and got some really great feedback. Basically, they wanted Jayna to be:
Independent
Complete tasks on her own
Be able to contact home when something happens
Be able to know how she feels about certain tasks
Rewards program and incentive
So we came back and redesigned a little bit and then we conducted a school visit to observe Jayna in an environment without her parents. We talked to her teachers and found out that we needed to do a lot of redesigning to make a functional app for her. This included:
Resizing buttons and making text large enough for Jayna to use
Include a note taking function that recognizes speech
Switch from mobile to iPad
Also allows Jayna to improve hand strength