GoDesk - Reducing Sedentary Behavior
GoDesk is a smart desk gadget that reduces the sedentary behavior in white-collar workers by nudging the users to sit less.
Project Type & Deliverables
My Role — UX Designer
Project Duration — 6 Weeks
We needed to select a topic from one of the IU grand challenges for our midterm project, and we chose precision health. In precision health, we chose type 2 diabetes as an area to do this project.
Why type 2 diabetes?
The physical inactivity in white-collar workers is observed mainly due to their sedentary job nature, making it challenging to stay active during office hours and avoid health risks such as developing type 2 diabetes.
1 in 3 U.S. adults has pre-diabetes and is at high risk of type 2 diabetes.
People diagnosed with diabetes incur on average $16,750 annually in medical expenses
Why did we choose white-collar workers as a user?
According to the American Heart Association, sedentary jobs have increased by 83% since 1950. White-collar workers have a sedentary job that leads to a sedentary lifestyle, and because of it, they have a higher risk of developing type 2 diabetes.
What was my task/work?
As a UX Designer (student), my job was to understand the project objectives and work with other teammates to solve the issue by following the user-centric design process.
How might we design technology to address physical inactivity in white-collar workers?
GoDesk is a solution that combines a smart desk gadget and a smartphone app. It nudges users to sit less and keep physically active by suggesting different activities and keeping track of it.
Skip to Design Process
Showing Recommended Activities
The app recommends various activities to the user based on their sitting pattern and physical profile.
Providing Meaningful Insights
Users can track their activity data using the app. The app interface provides users with simple, meaningful insights.
Unobtrusive, Subtle Nudges
The user gets notified via device if the user has been sitting at the desk for too long.
From our think-aloud sessions with the users, we recorded the following key findings:
Add Animations – Emotional Interaction
Suggest Healthy Habits
Learnings from This Project
I learned how to deliver a user-centered solution while envisioning the end to end product strategy. The challenging part about this project was comprehending the complexity of the issue and then narrowing it down to focus on the core underlying problem that we wanted to solve. When we had multiple design directions to choose from, it was tempting to add features to our product. However, I learned to let those things go to focus on one core functionality that defined the identity of our product.
It was the first time I had worked on a tangible product. I stepped out of my comfort zone of designing for screens and applied the classroom learnings to define physical device interactions.
Thank you for reading this project
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