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Compel: Using Unpleasant Design to Promote Behavior Change

Using unpleasant design to promote healthy behavior change.

Compel

 
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Compel uses unpleasant design to promote healthy behavior change for exercising. The goal of this app is to coerce and push the individual working out to get the most out of their workout. This is done by keeping their heart rate in efficient heart rate zones.


PROJECT DETAILS

Date: 2017

Project Background: Interaction Design II Course at UT, James Walker

Design: UX, Visual

Role: Individual

 
 
 

The purpose of this project was to utilize unpleasant design to encourage and create a positive change within the experience of a workout. Often I would find myself, along with other users, going easy on myself during a workout part of the way through, and also not knowing when I was working out efficiently. When the heart rate drops into an unproductive range for 30 seconds, an annoying sound plays until the user gets their HR into a productive level again.


 
 

Product

 
 
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WORKOUT SCENARIO

 

 
 

Research

OVERVIEW

Many different sources have different definitions of heart rate ranges, and whether or not some of those are definitely scientifically proven is unclear. So I took the average areas and weighed them against The American Heart Association and The Mayo Clinic’s ranges to come up with an average. I used my own heart rate ranges for the example given.

 
 
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Process

Snapshot of wireframes:

 
 
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