A study of experience design for online-to-offline mindfulness training
Background: Experience design originated from the development of the experience economy at the end of the last century. With the advancement of technology, especially the development of smart mobile devices, experience design plays an increasingly significant role in the field of human-computer interaction. Experience design and smart mobile devices provide opportunities and methods for the development of mindfulness. Objective: The purpose of this study was to develop a prototype of a mindfulness app (application). This prototype was used as an information platform to connect online mindfulness training and offline activities to provide mindfulness app users with new mindfulness experiences. Literature review: This provided theoretical support for the design of the app prototype by identifying relevant literature research regarding experience design, service design, co-creation, and mindfulness. Method: This study was divided into three phases. The first phase was theoretical research, providing theoretical guidance and methods for collecting and analysing data. The second phase was data research. Based on the data analysis of the mindfulness app market, four apps were selected for in-depth case studies. The third phase was app development, which included the following four stages: app structure, low-fidelity prototype, high-fidelity prototype, and functional demonstration. Findings: Using research into the market data of the mindfulness apps, four mindfulness apps were selected and their characteristics were analysed. Discussion: Using the five planes of the elements of the user experience model, the data from the four apps was analysed to understand the basic needs of users regarding mindfulness apps, which are online mindfulness sessions and profile, to guide the next phase of the prototype design. App development: Four stages were included in the app prototype development in this study. First, the app structure was determined from the results of the discussion section. After that, the low-fidelity prototype and then the high-fidelity prototype were optimised and iterated. Next, the iterated high-fidelity prototype was imported into the software for functional demonstrations to achieve app functionality and the research objective. Conclusion: This study designed an app prototype to connect online mindfulness training and offline mindfulness activities. The prototype was used as an information platform to provide users with new mindfulness app experiences. It could also serve as a research framework to guide further related research.
Keywords: experience design, app prototype, mindfulness, online, offline activities