App Design

Doppel is an innovative wearable which helps users feel calm and focused, naturally. Doppel has been shown to reduce stress and to increase focus. Its natural effect works within moments.

The Challenge.

Although Doppel is an extremely innovative piece of technology, it lacked the interface required to harness its excellent features. The existing interface was 'clunky' and didn't focus on user needs. When carrying out primary tasks, the device overwhelmingly proved problematic as the journeys were convoluted, and presented the user with numerous dead-ends and multifaceted choices which they may not know the answer for - especially if they are a new user.

Doppel came to me to resolve these issues, along with identifying strategic opportunities for further development.

Observational research.

To replicate scenarios faced by individuals using the watch, I felt the need to visit a place which commonly aligns the logic of flow, and the confusion of mass overcrowding - you guessed it, the airport. In this case, my local airport at the time, Schipol, Amsterdam.

People-watching in the design process is extremely beneficial as you find yourself seeing scenarios through their eyes, and follow the challenges they may face. You can rarely do within the four walls of an office.

Schipol, Amsterdam

Image: Amsterdam, Schipol

Secondary research.

To fully digest the mass of research data available, I carried out an extensive audit to gauge which items were necessary, and which would side-track progress. This provided me with insight into what the current opinion was of the device, from the press too early adopters.

This method also provided the ability to take inspiration from other such bio-anatomy technologies which have a small cross-over with what Doppel currently offers.

Schipol, Amsterdam

Image: Secondary Research

Secondary Research

Image: Industry Research

Defining Audience.

Once secondary research took place, I was able to fully understand the target groups we would be focusing our attention towards. This stage is essential as it provides the ability to focus on the user's needs, their overall demand for the device, plus the ability to define the groups (personas) which the current interface will be tested on.

The identified core scenarios where the Doppel device would prove most useful were:

- Staying calm during public speaking.
- Engaging the body ahead of a busy day.
- Focusing on meeting a deadline.
- Expanding the mind to study.
- Relaxing at the end of a long day.


Image: Persona 1


Image: Persona 2

Primary Research.

Secondary research led to the identification of further required questioning. I conducted two user testing studies, firstly "gorilla testing" the concept with 10 participants on the streets of Rotterdam, Netherlands. And the second with 4 participants (aligned to our personas) within a group format held in lab conditions.

The following core statements were identified as key challenges:

"I want to pair my wristband quickly."
"I want to be able to create my own rhythms."
"I want to be able to delete my rhythms."
"I want to receive alerts related to my Doppel."
"I want help when I cannot understand the app."


With supporting research, I proceeded designing wireframes to evolve the material as quickly as possible. This provided a useful focus for the wider team working on the product, guaranteeing requirements were met, and that iterations were tested in unison.


Image: Wireframes

The End Product.

The end product demonstrated a well thought out and logical interface. Due to the user-centric design process adopted, the product avoided unnecessary dead-ends, as well as guaranteeing validatory user guidance during a process which may be seen as complicated or confusing.

Client: Team Turquoise Limited
Date: December 2018
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