ARWELL
Reimagining Wellness Through Immersive AR Play!
Lead UX Researcher | 9 months | Cross-functional team
65+
Participants across surveys, usability tests, and interviews
21%
Increase in user satisfaction (SUS score improvement)
16.7%
Boost in task efficiency (faster task completion)

01
Problem
02
Research Approach
n=65
Why this Number?
Exceeds 30-50 threshold for reliable trends.
Key Insight: Value-usage gap: 61.6% see value, only 30.8% use consistently.
Usability Tests
(n=42, Ages 7 to 30)
n=42
Why this Number?
Meets 30-40 standard for comprehensive evaluation.
Key Insight: 3 core issues: unclear goals, limited customization, lack of guidance
Interviews
(n=8, Ages 20to 30)
n=8
Why this Number?
Aligns with 5-12 needed for thematic saturation.
Key Insight: Users need motivation, personalization, and clear guidance
03
Research Framework: Self-Determination Theory
Autonomy
User control and customization
Competence
Clear goals and feedback
Relatedness
Social Connection and
personalization
04
Key Findings
01. Motivation Crisis

I think a counter and streaks would be very helpful!
-21M
Progress is what I would wanna see!
-29F
ARWell’s limited goal setting and progress tracking hinder motivation.
02. Personalization Deficit
ARWell's fixed set of characters and click fatigue hinder user experience.
It’ll be cool to give the frog a name! or dress it up!
-21F
Would like see more personalisation options !
-32F
03.Guidance Vacuum

onboarding game instructions & post game feedback.
What games does this program have?
-21F
Where is The results screen that tells me how I did in the game?
-32F
05
Iterations

06
Testing Strategy
Unmoderated Testing (n=30) via Maze
Moderated Testing (n=12) - AR Interaction Focus
07
Key Solutions Implemented

Problem: Repetitive clicks disrupted flow and frustrated users.
Solution: Added contextual cues and extended countdowns to reduce interruptions.
Impact: Smoother task initiation and lower cognitive load
Problem: Pop-up interface caused confusion; purchase flow was unclear.
Solution: Switched to full-screen layout, added confirmation steps and purchase history.
Impact: Cleaner navigation and more confident user actions in testing sessions.
Problem: Badges felt arbitrary and lacked purpose.
Solution: Defined clear achievement goals and unified visual design.
Impact: Boosted engagement with progress tracking and rewards.
Problem: Result screens lacked context, causing users to rush or disengage.
Solution: Added relevant game details and extended countdown duration to support reflection and decision-making.
Impact: Improved clarity and reduced premature exits, as noted in post-task feedback.
08
Measurable Impact



User Transformation
Before:
"I'm confused and frustrated"
After:
"The goals are clear and I feel motivated to keep going"

09
Research Methodology
10
Sample Size Justifications
11
What I Learned
11
References & Sources
12






