Creative Flow

“How can people incorporate the joy of design in their daily lives?”

?

Challenge:

Everyone is creative, in some capacity. And creativity brings fulfillment and joy to life.

Why then, do people not pursue their creative interests? How can we build a tool to fix that?

Solution:

Creative Flow is a creativity learning and motivation end-to-end mobile application, using individualized self-paced visual courses and group learning to pursue their creative interests and combating motivational challenges.

Scope

Role: UX Researcher & Designer

Independently directed

Timeline: 6 weeks

Research

First, the big questions: What does a good educational app look like, and what purpose does a design learning app fill? Here were a few specific questions I kept in mind as I began the initial research phase:

Comparative Analysis

To familiarize myself with educational products, I browsed through various learning apps.

What works best:

  • Bite-size lessons- lessons that a user can absorb and remember in one day

  • Gamification- popular motivational tool.

Secondary Research

Next, I took a deep dive into the field of learning design & creativity to determine the use case for learning design. Here are my top 6 insights:

User Interviews

Unsure of who my target demographic would be, I sought out user interviewees who have some kind of creative pursuit or interest and of all ages ranging from 12 to 40. I recruited 8 participants. Below are the top commonalities I found:

1. Most people have creative outlets which allow them to express themselves.

2. People mostly enjoy learning in groups, or with an instructor.

3. Challenges:

a. Time

b. Cost

c. Lack of incentive/ motivation

d. Lack of resources to practice

4. Motivators:

a. Creating with an end product, a sense of ownership and pride

b. Incentives/goals

c. Spend time doing it with friends/family

But that left me with an epiphany…

People were less interested in learning about design, and more excited about pursuing their existing creative interests.

My original idea of ​​teaching people about design did not meet the real needs of users, so I developed a new problem statement:

How might we encourage and incentivize individuals to establish time for their creative pursuits amidst their busy schedules?

Secondary Research…Part 2

I had no experience with designing motivational tools. It was time to hit the books again.

My mentor recommended a book called Hooked, by Nir Eyal, which explains how to design habit-forming products. The Hooked Model was exactly what I needed, and became instrumental to my design. Here was the main takeaway:

“The most habit-forming products and services utilize one or more of the three variable rewards types: the tribe, the hunt, and the self.

I created a user persona and a journey map to understand the gaps the product would need to fill for someone looking to pursue their creative interests:

Next, it was time to weave in the Hooked Model’s methods to meet the user’s needs.

Information Architecture

Taking the features I had just planned for, I developed these into a site map with 3 main features:

  • Learning (the hunt / the self)

  • Galleries (the self)

  • Community (the tribe)

User Flows and Wireframes

I developed the main tasks, focusing on the user goals of maintaining motivation. I converted the flows to wireframe sketches to fully understand how exactly the flow would look.

Usability Testing

Did the motivational tools work?? (Mostly, yes!) I tested the mid-fidelity prototype.

I performed the test on 5 participants - all of whom had a creative hobby.

Priority Revisions:

UI Design

Finally, with participant feedback, I started adding life to the product using UI elements.

The user interface wanted to be positive, energetic and encouraging. I took inspiration from early modernism and design basics, drawing from the Bauhaus’ style- primary colors, distinctive geometric graphic style, and circular, bold typography.

Sample of High-Fidelity Screens

With the product’s functionality improved by user feedback, I applied the visual design elements to the wireframes. They came together, resulting in an energetic, and ideally, motivating product.

Reflection & Next Steps

While this project deviated from my initial idea, the outcome is a user-focused solution, fully derived from primary research- responding to the common issue of managing free time and using motivational methods that are tried and tested. 

How would I measure success:

  1. User Engagement:

    • Feedback and Ratings

    • Active Users

    • Frequency of use

    • Session Durations

  2. User Retention & Churn Rates

  3. Completion of Goals & Lessons

Given more time & resources I would…

  • Develop responsive design to a higher fidelity for desktop/tablet screens

  • Develop more group learning opportunities - with professionals and other students

    Because of the positive feedback on the idea, I believe bringing more creativity into people’s lives would lead to a happier and more beautiful world.

Thanks for reading!