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R+V App: Sitting can be deadly

Insurance / campaign

Overview

"Sitting can be deadly" is a campaign by R+V Versicherung. The app makes users aware of the topic. It reminds users to move. Humorous videos re-enact situations that can end fatally. I designed the user flow and the app screens. These include the introduction, the dashboard, and the reminders.

Type
Mobile app and campaign
Role
UI/UX design and concept, user flow and app screens
Tools
Figma
Skills
Competitor analysis, Interviews, UX concept, User flow, UI design, Prototyping, Usability tests

Project snapshot

Results

  • 68 %

    of new users set a reminder at the first start

  • 47 %

    of users watch the whole video after a reminder

  • 4.5 out of 5

    participant satisfaction in the last round

Goal

The app makes users aware of the topic of sitting. It reminds users regularly to move. Users can complete the setup in a few steps.

Challenge

The topic is serious. The app still has to feel light and friendly. Users must be able to set up reminders quickly. The app must not disturb users, or they delete it. It also shows little data.

Outcome

An introduction with four cards explains the app. The dashboard shows the start button inside pulsing circles. The reminders appear as a list with switches. After a reminder, a video starts in full screen. The statistics show the steps.

UX research and discovery

  • 12

    Interviews

    with office employees

  • 3

    Rounds of usability tests

    with five participants each on the prototype

  • 5

    Competitors analyzed

    Apps for breaks and movement

  • 2

    Target groups

    Office and home office

User goal

Users want to be reminded of breaks without effort. They want to decide when and how often the app notifies them.

Business goal

More people know the campaign. The app shows R+V as an insurer that supports its customers. Users keep the app and use it regularly.

User insights

  • 76%

    Sitting without noticing

    They lose track of time during the working day and rarely get up.

  • 83%

    Wish for a simple reminder

    They want to set days, time range, and interval in a few steps.

  • 69%

    Videos attract attention

    Humor invites users to look more than a plain warning text does.

  • 61%

    Wish for few numbers

    One single number is enough for them. They see more data in Apple Health when needed.

Color palette

  • #0066b3R+V blue
  • #014289Dark blue
  • #ed6d33Orange
  • #99ccffSky blue
  • #d6e2f4Light blue
Cover image: four details of the introduction screens with the 3D characters of the app on a light blue background. They show a bearded man in a lumberjack jacket and his portrait. They also show a man in a suit with a coffee mug and two boots.

Iterative process

User flow: First use of the app

User flow sheet First use of the app. From left to right: the start screen with logo, four intro screens with 3D characters, and the dashboard. A diamond asks about the first visit. If yes, the introduction follows. If no, the dashboard follows directly. A short description is below each screen.

User flow: Dashboard and reminder

User flow sheet Dashboard and reminder. On the left follow the dashboard, the list of reminders, and the edit screen. Three screens branch off from there: days of the week, time range, and interval. A short description is next to each screen.

User flow: Statistics and initiative

User flow sheet Statistics and initiative. On the left, the statistics show the steps. An arrow leads to a view of the Apple Health app. On the right is the page about the initiative with the campaign motif and a red paint splash.

Research

Persona Jonas, office employee

  • Invented example persona.
  • In the office, he often sits at the screen for hours.
  • He forgets breaks.
  • He wants a short reminder that does not disturb him.

Persona Petra, in the home office

  • Invented example persona.
  • She works from home. There, she has no walks to colleagues.
  • She wants reminders only on working days.
  • She likes to set the times herself.

Competitor analysis

  • I compared five apps that remind users of breaks or movement.
  • I looked at onboarding, settings, and scope.
  • Many apps were overloaded.
  • This led to the goal: few features, explained clearly.

Interviews

  • I interviewed twelve office employees.
  • I wanted to know when they get up and how they think of breaks.
  • The personas and the wishes for the reminder came from this.

Humor instead of a warning text

  • Why: A humorous video invites users to look. A plain warning text puts many people off.
  • Instead: Warning images and long notes.
  • Trade-off: Humor can play down a serious topic. Therefore the texts in the app stay factual.

Reminding instead of measuring

  • Why: The app raises attention for the topic. It does not evaluate every step.
  • Instead: Its own tracking with many numbers.
  • Trade-off: The app shows little data. In return, it stays simple.

First use

Flow at the first start

  • The start screen shows the logo on a calm background in the colors of R+V.
  • At the first visit, the introduction follows. Otherwise, the dashboard opens directly.
  • The introduction consists of four cards.
  • The first card asks how long users sit per day.
  • The other cards explain the reason for the app, the reminder, and the statistics.
  • The last card holds the start button.

A question at the start instead of an explanation text

  • Why: A question addresses users personally. They think about their own sitting time.
  • Instead: A long introduction text.
  • Trade-off: Users do not enter an answer. The question only prompts them to think.

Four cards instead of long instructions

  • Why: Each card explains exactly one thing. Users swipe on quickly.
  • Instead: Long instructions.
  • Trade-off: Each card has little space. The text stays short.

3D characters as the face of the campaign

  • Why: Characters make a serious topic accessible. They give the campaign a face.
  • Instead: Shock images or plain texts.
  • Trade-off: The characters draw a lot of attention. The text of the card steps back as a result.

Dashboard and reminder

Dashboard

  • A tab bar with four areas guides users through the app.
  • Without a reminder, the dashboard shows a note and the start button.
  • A tap on start opens the settings of the reminder.
  • The circles around the button pulse.

Pulsing circles around the start button

  • Why: The circles stand for dynamics and movement. They draw the eye to the button.
  • Instead: A calm surface with text.
  • Trade-off: The animation needs calm around it, so that it does not distract.

Setting up a reminder

  • The list shows each reminder with time range, days of the week, and interval.
  • A switch turns it on or off.
  • A tap on edit opens the settings.
  • There, users choose days of the week, start, and end.
  • Users choose the interval in hours from one to four.

Reminders as a list with switches

  • Why: All important details are visible at a glance. One switch is enough to turn a reminder on or off.
  • Instead: A detail screen for each reminder.
  • Trade-off: The list shows much text in a small area. Therefore the times are set large.

Days of the week by checkmark

  • Why: Checkmarks are quick to set. Users see at once which days apply.
  • Instead: Seven single switches in the settings list.
  • Trade-off: The selection needs its own screen. From there, users go back to the other settings.

Time selection on the same surface

  • Why: A tap on start or end opens the time selection directly below. Users stay in context.
  • Instead: A separate screen for the time.
  • Trade-off: The surface becomes longer. In return, the view does not jump.

Reminder and video

  • The reminder appears as a notification on the lock screen.
  • Users who swipe it away see a video in full screen and in portrait format.
  • The video creates the moment that raises attention for the topic.

Full-screen video instead of text in the notification

  • Why: The video needs the whole surface, so that the scene works. It draws more attention than a text.
  • Instead: A longer notification text.
  • Trade-off: Not everyone has time for a video at the moment. Therefore the videos are short.

Statistics and initiative

Statistics

  • The app itself shows only the number of steps.
  • A link leads to Apple Health. There, users find more data about movement.
  • There, steps, distance, and flights climbed add to the data of the app.

Only steps in the app

  • Why: One number is quick to read. The app stays a tool for reminding.
  • Instead: Its own evaluations and charts.
  • Trade-off: Users who want more data leave the app. In return, the app does not have to maintain its own evaluations.

Initiative

  • An area Initiative explains the campaign Sitting can be deadly and R+V.
  • It shows the campaign motif and a short text.

App screens

  • First introduction card of the app on a light blue background. A 3D character with a beard and a lumberjack jacket sits on a tree stump. Below, the card asks how long people sit per day and shows a short text. At the bottom are four dots for the cards and the next button.
    Intro
  • Dashboard of the app on a light blue background. At the top, a note says that no reminder is set yet. In the middle, the start button lies in pulsing circles. At the bottom is the tab bar with four icons.
    Dashboard
  • List of reminders. Two entries show time range, days of the week, and interval in hours. A switch is on the right of each entry, and the first one is on. At the top are the edit button and the plus button.
    Reminder
  • Still image of a video in portrait format. A 3D character in a blue suit with sunglasses stands next to an orange office chair. A pink wall is behind it. At the top, a fan turns on the ceiling.
    Video
  • Statistics screen. A circle holds the number 965 steps, with white clouds around it. At the bottom, a link to Apple Health leads to more data. Below it is the tab bar.
    Statistics

Validation

I tested the prototype in three test rounds with five office employees each. I checked whether they set up reminders without help. After each round, I revised the introduction, the time selection, and the dashboard.

Reflection

A question at the start addresses users at once. Few steps in the setup keep the barrier low. Humor needs clear limits, so that the serious topic stays serious. In future, I would test the videos with users earlier.

Next steps

New videos extend the series. Reminders can be set more precisely, for example for single days. The statistics can show more values. The introduction gets real texts instead of placeholders.