UX Portfolio

Addiction App: PackItIn

A group project produced as part of ‘Digital Media Kingston’



Our brief was to design an app to help smokers combat their cigarette addiction, specifically looking at the hypothesis that branding can play a significant role in breaking this addiction.

Following much research, design, development, production and user testing, my group produced an app prototype with the following features:

  • - Styling that mirrors the users chosen brand of cigarette
  • - Progress monitoring – money saving and health improvement
  • - Easy to play and enjoyable cigarette themed games
  • - Personalised and friendly Avatar throughout
  • - Target setting for purchasing items of interest
  • - Notification settings for locations where cigarettes are purchased/smoked.

The full brief is available here: http://crystalhinam.co.uk/addiction-app-group-project/

The group posted research, design, development and finally the prototype on our group blog: http://addiction-app.co.uk/ View the full report as a PDF: Addiction App Report

My role: UX Designer

As UX Designer, I produced the following documents/tasks:

  • Interpreting the brief and identifying the purpose of this project
  • Research, competitor analysis
  • Task analysis
  • Information architecture and structure
  • Developing personas and scenarios/user journeys
  • Concept evaluation
  • Develop wireframes
  • Preference research – evaluating designs
  • Usability testing and Q/A testing

Project Overview

We initially explored the huge amounts of information and research already produced on cigarette smoking, addiction and the unbranded packaging laws already enforced in Australia. Smoking is a huge problem across the world and there are many apps in existence to combat this addiction, here is a Competitor-Analysis chart I complied.

Through our initial research and multiple surveys (Surveys-GeneralSurveys-Young-Smokers surveys) we discovered how the smoking population is constituted, this provided a great basis to define our user groups, I followed this with surveys of smokers in general and younger University students, the results showed that:

  • 93% of smokers surveyed smoke a certain brand of cigarette, which shows very strong brand loyalty.
  • 75% of people surveyed have given up smoking in the past.
  • Over 62% of people surveyed said they would like to keep a track of their progress

Developing Personas

Using this information I created our 3 personas – Light, Medium and Heavy Smokers:


Planning the app

photo-1As a group we produced multiple  design ideas in brain storming sessions including the implementation of the user brand. I then tested these ideas on multiple users using a features survey, and incorporated a branding ‘test’ allowing users to select a design and then cross checked to see if it matched their chosen brand of cigarette. Results showed that overall most users picked the corresponding design to their cigarette brand.

Site map and information architecture

Using our ideas and survey results a site map and information architecture diagrams were designed.


Wire Frames and branding implementation

Wireframes created using Balsamiq.

When a user launches the app they input a few details:

  • Username (adding personalisation)
  • Gender (adding personalisation)
  • Number of cigarettes smoked per day (allowing accurate data to be calculated)
  • Brand of cigarettes smoked (allowing accurate data to be calculated and app styling personalisation)


Prototype Testing

User testing took place using recording equipment and a Neurosky helmet to gain participant feedback and to record engagement with the app against an unbranded version. The full report can be read here: PackItIb-Addiction-App-Report

Results show that overall participants liked all of the app elements and were more engaged when using the branded app – success!!


Participants were asked to record how much they wanted a cigarette before the test, after using the branded app and after using the unbranded app. Overall participants wanted a cigarette less after using the branded app:


NeuroSky Results

NeuroSky Mindwave readings show participants were more engaged when using the branded app.


Working Prototype