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PROBLEM:How can I create a user friendly mobile app that allows employees at Knauf Insulation
to quickly access wellbeing support and report safety concerns?

UX / UI

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Context

This project involved creating a concept, and prototyping
to develop a mobile app that is user friendly for Knauf Insulation employees between the ages of 16-65, so users
can quickly access information on wellbeing, or report any safety concerns. 

Using design thinking methodologies, which is human-centric and user-specific. It investigates the person behind the problem and solution, and requires asking questions such as “Who will be using this product?” and “How will this solution impact the user?” (Han, 2022).


Applying this methodology, I looked at how User Interface (UI) elements could be used to make the app engaging. I also used personas and iterative testing to discover user experience issues in the projects current process. This allowed me to apply these findings and led me to create a user-specific app that met their needs and problems. 

Process

Empathise

 

Starting the project by conducting interviews with users to see how they currently access wellbeing resources and report safety concerns. This research provided insights that could be applied to create user personas on likes and dislikes of the current product. These results showed:

  • Lack of basic design.

  • Confusion by all icons leading to the same form.

  • Confused which box to fill in.

  • Not clear where to send form button.

  • Annoyed when they click and there is an error popping up.

  • Confusion trying to navigate where to go in the app.

  • Enjoyed the reporting tool.

  • No guidance around the app.

 

By creating descriptive personas this was key in understanding how to build an app for the user and helped guide the design decision making later on.

Define

 

From the research gathered, a problem statement and value proposition was created.

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Ideate

 

Using the problem statement and value proposition, I created a mind map of ideas that would solve each of the different problem areas for the user. 

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The areas it was split into was:

  • Safety.

  • Physical wellbeing.

  • Mental wellbeing.

  • Various locations of employees.

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This helped to narrow down the scope of the project.

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Prototype

 

Finally using testing and prototyping to develop the final product, through low, medium and high-fidelity prototypes. Each were tested by the user giving feedback on UI elements including basic layouts, visual hierarchy, typography, colour, but also UX design for navigating through the app. I then applied these insights to the prototypes, until the final
app design met user needs.
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I taught myself to use Figma to create medium and high- fidelity prototypes, which is something I don't use regularly in my job. Through YouTube training videos, I was able to learn the basics and apply this to the project.

Low-fidelity prototype

Medium-fidelity prototype

High-fidelity final prototype

Challeneges

One of the biggest challenges of this project was creating
a user-friendly app that met different technical abilities.
I used the prototyping and insights to address this early
on in the app development, by using the feedback to create buttons that are easily recognisable by the user, influenced
by Jakob Neilson's heuristics for user interface design (Nielsen, 2024). For example, including home and back buttons
to make the transition between pages on the app intuitive. 

Another challenge was designing for safety reporting, in case
of an emergency, being able to quickly access emergency support.
I quickly addressed this by adding an emergency call button to the main home screen.

Solution

By addressing these challenges early in the project through
user testing, I was able to improve the apps overall UI and UX design with clear navigation, consistent buttons, visual hierarchy, especially for the emergency safety feature and visual cues.  

Outcome

The final prototype demonstrates a user-friendly app
that can be used to seek wellbeing information and
report safety concerns, which responds to user needs. 

Reflection

The project helped deepen my understanding of UX and UI design being applied to mobile applications.

Using the design thinking methodology helped me have a better understanding of user needs and pain points and applying this. The use of testing helped me get real time feedback, which I was able to apply and progress the project to its final design. However, next time I would focus on accessibility earlier in the prototype stage and dig deeper into accessibility frameworks to ensure this is accessible to everyone. 

Finally, I improved my software skills in Figma through
this project by learning the basics and using a live project
to apply this to, which I now feel more confident to use in future projects.

 

Reference

Han,E. (2022) What Is Design Thinking & Why Is It Important?. Available at: https://online.hbs.edu/blog/post/what-is-design-thinking (Accessed: 18 November 2025).

Nielsen, J. (2024) 10 Usability Heuristics for User Interface Design. Available at: https://www.nngroup.com/articles/ten-usability-heuristics/ (Accessed: 18 November 2025).

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