


Cellules Grises:
Mobile App Design
for Wellness
Institute
Date of Birth: 1977
Characteristics: Health and Wellness Industry
Mantra: "leverage technology to help people live a healthier life"
ROLE
SCOPE
UX-UI Process, mobile App Design on Iphone
UX-UI Designer
Junior student at Ironhack school
The health and wellness industry has been experiencing immense disruption due to advancements in technology. Today’s consumers are embracing wearable technologies and other activity-tracking products more than ever before.
Challenges
Create a set of digital wellness tools related to Wellness and update the Wellness Institute image (create a new visual system that reflects their innovative and refreshed approach to wellness). The digital tools will be available to all of their members on the online platform, so that they can use them with their clients.
The application must have : users need to be able to set up their profile to include important information relevant to their goals, users need to be able to set goals and track their progress (if professionals set their goals and track their client progress)
"Act on your diet, review some of your habits, take the time to work on your memory! So you can pamper your brain. What's at stake? May your life simply be beautiful."
Michel Cymes is a specialist doctor working in a Parisian hospital. A very popular host, he presents several medical programs on France Télévisions (Magazine de la Santé, Aventures de Médecine, Pouvoirs Extraordinaires du corps humain, Enquête de Santé).
That's why I decided to work on a training memory app : "Cellules Grises"
“A wellness experience of training memory game”
How might we improve the experience of the memory training games so that the user understand that’s for is wellness and make him realise that practice have an impact on his mental health ?
UX STRATEGY
THE COMPETITOR ANALYSIS
"Cellules Grises" have to be a minimum certified by scientists (it's about user credibiliy !)
and have to propose simplicity and complexity levels (Let's the user decide!)
.png)
SURVEY RESULTS
More than 94% of players between the ages of 26-35 feel
that it's fundamental or very important to work on their memory.
.png)
PERSONA
Stella, my persona, thirty-year-old woman, work as a public finance officer and really like to have challenges, improving her skills daily, playing some kind of games training memory game with her smartphone.
She thinks : that games must be challenging not to get bored
but as the same time they must be a way to relax (not a stress factor)
and that the Memory games contribute to well-being.
She loves : play solo instead, some kind of games like General culture quiz, games with numbers or letters and the wellnone memory game.

To design the first prototype we took into account the user's entire journey.
Understand Stella's frustrations and pain points : when the level become sometimes too difficult she quit the game and mainly she feels a bit lost between the big numbers of app and games that already exist on the market.
THE AIM
.png)
THE PRIORITY
The application had to offer users choices: choice between several training games, choice of level and choice of timer player mode.
The user must have detailed follow_up of his training week by an expert
and allow the user to give feedback.
The flow have to be smooth and simple.
Due to time constraints, I could not develop all the features of the app.
.png)
FROM PAPER PROTOTYPES TO WIREFRAMES
As this is a game, I decided to put the menu down symbolize with different picto
so that the player can navigate from one menu to another as easily as possible.
User tests have made it possible to develop the Design as the process progressed
up to the high fidelity wireframes...
MID FIDELITY PROTOTYPE
INTERFACE
The survey results showed that it's mainly women who play brain training games and memory games on smartphones. That's why a decided to create create a feminine interface, dynamic, with round shapes and neon colors.
AN INTERFACE DESIGNED FOR WOMEN


I choose pictures with neon colors, with glossy texture and round shapes. I choose generous round button and a color palet "girly", "energetic" and "classy".

Two very different typos to show the contrast between the seriousness of the app and the game universe. Pictographs with full shapes that are more often found in game apps.

Large oval buttons for visual comfort and better tactile use. To highlight and visually represent the menu categories in the main navigation, I found consistent and obvious icons for each of them.

I choose pictures with neon colors, with glossy texture and round shapes. I choose generous round button and a color palet "girly", "energetic" and "classy".
STYLE TILE/ATOMIC DESIGN/MOLECULE DESIGN
The challenge was to design a reliable app but with a friendly interface to motivate the user to play as much as possible, get him back on the app to practice while having fun.
CELLULES GRISES
The challenge was to make the user
the centre of a Design in order to offer him
the best possible experience.
It's up to you to test?