top of page
reminisce
reminisce is a mobile application intended to provide a platform for people to add memories and moments in a capsule-based format to encourage periodic reflection in relationships.



problem statement
With our busy lives, we often do not leave enough time for reflection. This may be because we do not find it to be a priority, it takes too long, we do not know how to do it, etc. However, reflection in all aspects of life- friendships, relationships, mental health, etc, is vital for learning and growing. How might design a solution to encourage reflection in our day-to-day lives?
vision statement
In any relationship, there are ups and downs, and when it is all over that is when we tend to ask ourselves where it went wrong. Reflecting in a relationship may occur mentally for a fleeting moment, but how often do we sit down and dedicate time to think back and reminisce? Normalizing this is the goal of our project by encouraging periodic reflection in romantic relationships.
timeline
role
deliverables
Spring 2021 (8 weeks)
User-Centered Case Study
HCDE 418 Course
UX Research
UI Design / Prototyping
Usability Testing
User Centered Case Study
High Fidelity Mockup
Mobile User Interface
team

Valerie Adams

Cindy Zhao

Shreya Senthil
Research Process
research process
We conducted a survey receiving almost sixty responses as well as about eight interviews. Our target user was those who are in any form of relationship, asking them questions to identify what their current method and process of reflection is if any. Our goal through research was to understand what the current pain points are and how successful reflection is.

Our Research

2

5

Our Research
1/5
Reseach Findings
research findings
After conducting our research, we came together to discuss and analyze our findings. We grouped our findings and identified trends and patterns. Below are our three main findings from the interviews and survey responses we got from our participants.



Design Requirements
67% do not think that they reflect frequently since they don't know how
83% said reflection was triggered by encountering a photo, video, song, etc associated with their significant other
49% reflect mainly after arguments or negative memories
design requirements
Based on our findings from the research we conducted, we brainstormed a list of design requirements that would give us a sense of direction that takes the user into account as we created sketches and low fidelity wireframes. Below are our three main design requirements that influenced our design the most moving forward.

Design Sketches


design sketches
Ideation was both an individual and team effort. We began with divergent ideation which took place individually and focused on exploring both physical and digital solutions. We came together to talk about the pros and cons of each idea and narrow it down. We went from forty ideas down to the top sketches that we took inspiration from while creating the low-fidelity wireframes.

Low Fidelity Wireframes




low fidelity wireframes

Usability Testing
For the low fidelity prototype, we did not design all the screens. The goal of this activity was for us to get a better sense of the layout and features of the app. This will help us continue to ideate and test our prototype. Click the play button to walk through the screens of our low fidelity wireframe.
usability testing
Our team utilized the low fidelity prototype to conduct a basic usability test with two target users. The aim of the study was to evaluate the usability of the application and identify any pain points that users may experience. Observations from this study were used to make improvements that we would incorporate into the high-fidelity prototype.
Findings

High Fidelity Prototype


hi-fi walkthrough & key screens
Reflection
![]() |
---|
![]() |
![]() |
![]() |
![]() |
![]() |
reflection
This was a quick eight week project in a classroom setting. As a result, it was very structured based on when assignments were due, and we had little freedom with the steps we took to complete the project. We spend the first 3 weeks doing research. While this was very helpful for us to identify the pain points and goals of the user, that left only 5 weeks to identify design requirements, ideate both a low and high fidelity design, test the prototype. As a result, we did not create personas, journey maps, information architecture, etc. In the future, we hope to go back and create these deliverables to further analyze our findings and make the appropriate tweaks to the design and app features based on that data.
check out my other projects!
bottom of page