Nudge is a mobile messaging application that monitors and collects user data to send reminders at the right time and place to make weight loss easier. Nudge also promotes healthy weight loss behavior by nudging the user with social cues and motivational messages.

Design Problem

How might we understand the routine of mid-life adults and motivate them to consume healthy food and become physical activity through a mobile application?



To understand the users, their day in the life and their daily routine. Conducted semi-structured interviews with 8 participants:

Questions focused on:

  • Wake up times
  • Snacking patterns
  • Shopping habits
  • Weight loss motivation
  • Frustrations
  • Living alone or with someone
  • Daily routine
  • Health issues if any
  • Smoking or drinking habits, etc.

Affinity Diagramming

Key points extracted from the interviews were segregated into sticky notes to look for patterns and different behaviors

Similar behaviors and habits were grouped together. Broader categories evolved as we started moving the stickies.

Brainstorming potential features

Our team brainstormed about the potential features we could support based on the patterns which emerged from the affinity wall. Based on that we narrowed down several features during our converging session.



Core functionalities which were identified after the converge session were:

  • Logging
  • Planning/Setting goals
  • Social Engagement
  • Suggestions/Tips

Understanding the routine through a game

Make users talk and reflect on their day based on the game

Sketching, Storyboarding, and Wireframes

I sketched several different screens and storyboards for exploration. These allowed our team and stakeholders to see brainstorm how the app will function.


Design an onboarding experience

Capture daily routine of the user. Who they hang out with and what are their favorite TV shows. I created the design in Sketch which matched with user's mental model and created an interactive prototype using Marvel.

Design Decisions

I wanted to make it quick and easy to enter information. All the information below can be entered with just a tap. Users are not required to type long text or do much work. The timeline mimics a day pattern so it aligns with the user’s mental model.


Picking up a schedule

"Choose a schedule to remind you on Tuesdays and Thursdays between 10:00 am to 2:00 pm."

Design Decisions

After multiple sketches and iterations, I chose this to enable user's to add a block of time for each day or a couple of days in a week. Other solutions had limitations where I could not choose between days or required keyboard input, we were trying to avoid keyboard input.

Here are some interactive prototypes

Usability Testing

After 3 rounds of usability testing and multiple iterations, the designs were finalized

Ongoing work

The project is currently in alpha testing by a group of 100 users. Currently, we make monthly updates to the mobile app based on user feedback and engagement.

Lessons Learned

  • Do not give up talking to your users until you feel confident about the solution, that is what tremendously helped us in this project.
  • Involving product managers, stakeholders and developers throughout the design process helps avoid emphasizing the need of user empathy.
  • Understanding the Android UI development constraints while designing for mid-life adults proved to be of great help while communicating with development teams.