3 months~
1 Founder/Tech Lead
2 Tech engineers
Short design sprint timelines
Tech bandwidth
As the sole designer for kura kura, I worked closely with the founder lead the product roadmap and design direction of various features for the past year.
For this specific feature, we had a scope of less than 2 months for concepting, designing, and researching at part time capacity.
In Singaporean schools and Asian cultures, we're not specifically encouraged to open up – suppressing, hiding, and stifling your emotions are very common. When we open up, it can also be difficult to navigate such situations.
76% of youths are not comfortable being vulnerable in their current digital support channels, and efforts to build external support systems don't directly support youths themselves.
An app won't solve everything, but it can help youths self-regulate and understand themselves better
Identify and label how you're feeling
Our mascot, Kura, leads users to identify and journal their emotions
"Kura is cute to interact with, but I don't get that same feeling when journaling."
"I often feel a mix of emotions, and not being able to specify the intensity adds friction to the experience."
Info hierarchy is not clear
The definition of emotions is not easy to view.
What changes in the info hierarchy might enable users to see this clearly?
High Friction
The flow to identifying emotions felt too reductive.
Is there a way to design a simple, integrated feature to account for this touchpoint?
Lack of fun
The concept of kura fruits was fun, but lackluster after a while.
Is there a way to weave in a larger narrative in the journaling experience?
Drop off and low engagement in our core feature limits engagement with journaling and emotionaly vulnerability
This issue significantly reduces how frequently and intentionally Singaporean youths engage with our journaling feature—a key tool for self-awareness, and developing emotional vulnerability through Kura Kura.
Confidence in identifying, understanding emotions
Self reported data
Drop-off rate
Product metric to convert casual users
Daily active users
(a check-in a day)
Product metric for casual users
Through rounds of interviews, research, and interviews, we believe this is a step in giving youths more access to tools and ways of being emotionally vulnerable.
Final re-design
Granular identification of emotions
With definitions of emotions and intentional friction for interactive journaling
Play through a local and familiar narrative
Add fruits and flavours to your dessert to feed your digital companion, kura!
Our mascot, Kura, leads users to identify and journal their emotions
Iterations through information hierarchy, narrative, and
micro-interactions
The process below reflects the earlier iterations of the product, and a re-design of the information hierarchy and visual language of the screen was done to address issues around emotion navigation and touchpoints.
Through interviews, we learnt that Singaporean youths desire to focus on mental wellness, with a few blockers:
Emotion identifying flows are often too reductive
Many journaling apps encourage quick entries, which can turn into unhelpful venting rather than meaningful reflection.
Journaling feels repetitive and youths feel unengaged
Repetitive journaling becomes tedious, lackluster interfaces and interactions kill the habit quickly.
The RULER framework is an evidence-based approach to social and emotional learning that focuses on key steps to regulate emotions in order to promote emotional intelligence and well-being.
Initial concept: Kura brings you through categorised emotions, definitions through the emotion labeling process
Leveraging on this simple framework and an existing list of emotion labels/words.
Previously designed journaling flow
This flow allows users to Identify and label how you're feeling
Our mascot, Kura, leads users to identify and journal their emotions
It got the job partly done, but with a few overarching challenges with the experience:
High Friction
The flow to identifying emotions still felt too reductive.
Is there a way to design a simple, integrated feature to account for this touchpoint?
Lack of fun
The concept of fruits as emotions was fun, but lackluster after a while
Is there a way to weave in a larger narrative in the journaling experience?
Info Hierarchy is not clear
The definition of emotions is not easy to view.
What changes in the info hierarchy might enable users to see this clearly?
Challenge
The flow to identifying emotions still felt too reductive.
Solution
Make a snack concept - additional step(s) to indicate intensity of emotions
What if you could create a snack by checking in your emotions? I wanted to leverage on the virtual pet in app – kura. My initial explorations was around exploring interactions and ways of representing, measuring the intensity of emotions.
The safe design:
Scale for selecting intensity
The experimental design:
Swipe to quantify intensity
Concept, Usability testing with 5 beta users:
Microinteraction
Swiping is fun but...
The quantifying of intensity was confusing to users, as the number felt too arbitary.
Intensity of emotion
Default to 'neutral'
Users often resorted to ‘picking’ the middle, neutral option when identifying emotion intensity.
Definition of emotion
Still not easy to see...
Users still did not notice the definition of emotions as they select the emotion
Users previously noted there was a lot of tapping which felt tiring. I saw a design opportunity to incorporate a wider range of interactions, and explored tap and hold gestures as well as swiping.
Tap -> Tap -> Swipe up
Tap -> Hold -> Select
As I added more visual elements onto the screen, I re-assesed the hierarchy of information and visuals. The plate of fruits took up a lot of real estate and attention, so I iterated on grouping relevant information (emotions, metadata) and the narrative elements (fruit plates).
Findings from the think out louds and usability testing
Swiping is redundant.
Testing revealed that the swiping interaction was a bit too much cognitive effort to do.
Definition of emotion is clearer now!
Information hierarchy was clearer, users now see the definition much more clearly.
Tap + Hold works but...
The interaction did not feel intuitive, made sense to users after they discovered it.
Challenge
The concept of fruits as emotions was fun, but lackluster after a while
Solution
A more cohesive narrative and journaling experience around local desserts
Our users already liked the idea of feeding their kura by checking in their emotions, so I concepted the idea of creating an ice kachang – meaning "bean ice", a Malaysian dessert which is common in Malaysia, Singapore and Brunei.
Finalising on emotion selection interaction
A simple tap and select sufficed, abd the addition of haptic feedback heightened the sense of physical presence and interaction.
Our mascot, Kura, leads users to identify and journal their emotions
After the initial iterations, I re-designed some of the screens taking into considerations my previously validated designs on information hierachy and emotion selection.
Adding micro-interactions and play into digital experiences whilst also knowing when to scale back
It was easy to get blinded by all the fun interactions where you forget the basic principles. In my case, I revisited them later in the process.
Storytelling and play can come hand in hand
The simpler the better – the interactions designed complemented the story we wanted to tell in the journaling experience. It's really about finding the pieces that fit together, rather than designing something 'novel' or 'unique' all the time.
Communicating in the technical languages of engineers
From thinking about haptic feedback to design implementation, I kept an open line of communication with my engineers. For example, picking the right haptic feedback as well as the feasability of simple animations.