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Nix Labs: Proof of concept of a device used to reduce nicotine intake
Nix Labs, initiated by my partner, an industrial engineer, is an exploratory project. Presented at major investor summits, it aims to secure funding for further development. The app plays a crucial role, demonstrating the seamless integration between the device and its functionality.
My role
UX Product Designer
Timeline
December 2023 - January 2024 (1 month)






The problem we are facing with...

The FDA and Gov UK restricts e-liquids to a nicotine strength of no more than 20mg/ml.
Inconsistencies in nicotine content have been uncovered, with levels 22% to 50% higher than indicated on the product label.
Higher nicotine levels leads to dependency in people, and some seek help online

Reddit thread with over 40k members who are seeking solutions to quit vaping
The rapid popularisation of vape products has created new users, of which my partner
I noticed the widespread issue when I saw many vapes purchased from a single store, noticed discarded vapes on the ground, and observed how much my partner was consuming.

Bin full of vape battery labels / stickers. Picture taken from a nearby Nisa Local store.

My partner’s backpack “collection” of used vapes.
Solution
What is Nix?
Nix is a startup dedicated to assisting users in quitting or reducing their nicotine intake. It stands out as a device, similar to others in the market, with a distinctive feature – it seamlessly connects to a dedicated app.

Paper sketches of the Nix device.

Render of the Nix devices.
Our solution involves developing an app for the Nix device, enabling users to buy cartridges, track their progress and progressively decrease their nicotine intake
Nix provides users with a subscription-based plan, allowing them to set personalised nicotine reduction goals. Tailored to individual needs, the plan is designed to align with users' specific objectives, ensuring they receive the most suitable and effective support in their journey to reduce nicotine intake.

Example of a plan where the user progressively reduces their nicotine intake (e.g., from 20mg to 0mg in 9 months).

Cartridges with vape juice at nicotine levels of 2.0%, 1.9%, 0.1%
Designs
Finding out about the user through onboarding

The user's ability to set their goal is beneficial as it enables the provision of a tailored plan that suits their needs effectively.
The endowed progress effect has also been used to motivate users to complete the task (progress steps).

Engaging in a task with friends has been statistically proven to be more effective than tackling it alone, fostering a sense of friendly competition that enhances overall effectiveness.

Kickstarting on a positive note, consider drawing a happy face as a personal commitment to stick to the plan. It serves as a visual promise to oneself, reinforcing a positive mindset for successful adherence.
Avoiding paywalls and prompting users to pay without experiencing any value (leveraging priming)
After completing the onboarding process, users are presented with several deliverables aimed at showcasing the product's value before requesting any credit card information or payments. This approach is designed to prevent barriers for users interested in trying out the product before making a purchase, while also guiding them to link their devices and explore the app's functionalities. This method subtly exposes users to concepts or ideas before asking them to make a decision, in order to influence their choices subconsciously.


UI after the user has connected their device and started using it
The lock/unlock feature is strategically placed in a visible location, intended for quick and easy access, considering its usage in urgent situations.
The battery life, one of the most crucial features, has been strategically positioned at the top for quick and convenient access.
To prevent overwhelming the user, the homepage has been divided into three distinct sections.
Data visualisations have been integrated across the app to enable users to track their habits effectively. For instance, visual representations illustrate their current nicotine strength, providing a clear and intuitive way to monitor progress.

Strategy
How do we keep users motivated to quit vaping / reduce nicotine intake?
1. Gamification - strategy inspired by Duolingo
Duolingo is one of the world’s most successful learning-based businesses. Based on their research, social motivation, or competition, boosts workout performance, healthy habits, and reaction times. Inspired by the approach of Duolingo, I've incorporated countdowns in the app, displaying the amount of money saved through not vaping. This feature encourages friendly competitions among friends and provides engaging games for users to distract themselves during cravings.





2. Avoiding fallouts by providing resources
To mitigate cravings and prevent an increase in nicotine intake and cravings, the app includes valuable resources like articles and videos. Additionally, leveraging the social norm of reciprocity and providing valuable resources for free can enhance the likelihood of users engaging with the product.



3. Acknowledging user accomplishments through rewards
Recognizing achievements is a fantastic strategy to maintain user engagement and cultivate a sense of reward within the app.





4. Life happens, so providing the user with flexibility is essential
The Famous Streak Duolingo's streaks keep users motivated to practice their chosen language daily, but breaking them can be demoralising. To address this, Duolingo allows users to "freeze" their streak. This means you can miss a day without losing your progress, as long as you've consistently learned for a certain number of days beforehand. I've adopted a similar approach by enabling users to acquire cartridges, particularly useful in scenarios like parties, providing a practical solution to support their commitment.

5. Push notifications are used to trigger habits and alert the user
One of the most common ways apps can trigger habits is by using push notifications. Especially those that pull psychological levers like Scarcity, Loss Aversion, or Commitment & Consistency.

Data vizualisations






UX Design considerations
Recognition rather than recall. I opted for a strategy of recognition over recall. This approach assists users in quickly analysing and comprehending information, such as implementing clear labels in the bottom navigation and providing concise text alongside data visualisations.
The squint test. Upon users' initial entry into the app, I strategically emphasised certain components, testing them with the squint test. For instance, the "Invite Friends" feature actively encourages users to add a friend, enhancing the overall journey with an element of enjoyment and competition.
Making the app fun and enjoyable. I intentionally chose vibrant colours and created a playful aesthetic into the app, creating a "gamy" atmosphere to convey a sense of enjoyment and encourage users to return.




Tracking their progress from their own home screen - Apple Widgets

A "nice to have" feature includes the ability for users to personalise their own widgets on their home screens, offering a quick and convenient way to monitor their progress at a glance.
Low fidelity wireframes






Iterations







See the Figma prototype here
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