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ADDICTION RECOVERY#1

The process of overcoming dependence on substances or behaviors, often involving support and tracking tools.

USER EXPERIENCE (UX)#2

The overall experience a user has when interacting with a product, focusing on usability and satisfaction.

PROTOTYPE#3

An early model of a product used to test concepts and functionalities before full-scale development.

MOBILE APPLICATION#4

A software application designed to run on mobile devices, providing users with specific functionalities.

MOOD TRACKING#5

A feature that allows users to log and monitor their emotional states over time.

GOAL SETTING#6

The process of defining specific, measurable objectives to guide recovery progress.

COMMUNITY SUPPORT#7

A network of individuals providing emotional and practical assistance during recovery.

ETHICAL CONSIDERATIONS#8

Guidelines ensuring that technology is used responsibly, especially in sensitive areas like addiction.

USER INTERFACE (UI)#9

The visual layout and design elements that users interact with in an application.

ACCESSIBILITY#10

Designing apps to be usable by people with varying abilities and disabilities.

KEY PERFORMANCE INDICATORS (KPIs)#11

Metrics used to evaluate the success of an application in achieving its goals.

USABILITY TESTING#12

A method to evaluate how easy and user-friendly an app is by observing real users.

FEEDBACK COLLECTION#13

Gathering user opinions and experiences to inform app improvements.

WIREFRAME#14

A blueprint for an app's layout, showing the arrangement of elements and functionalities.

USER PERSONAS#15

Fictional characters representing different user types to guide design decisions.

ITERATIVE DESIGN#16

A cyclical process of prototyping, testing, and refining a product based on user feedback.

MARKETING PLAN#17

A strategic document outlining how to promote an app to reach its target audience.

ONBOARDING MATERIALS#18

Resources provided to new users to help them understand and navigate the app.

DIGITAL TOOLS#19

Software applications that aid in tasks, including those for tracking recovery progress.

CASE STUDIES#20

In-depth analyses of successful applications that provide insights and lessons for development.

USER JOURNEY#21

The complete experience a user has when interacting with an app, from start to finish.

FEATURE SPECIFICATION#22

A detailed description of the functionalities that an app will offer.

CLICKABLE PROTOTYPES#23

Interactive mockups that simulate user interactions with the app.

RECOVERY JOURNEY#24

The personal process an individual undergoes during addiction recovery, involving various stages and support.

DIGITAL RECOVERY TOOLS#25

Technological solutions designed to assist individuals in managing their recovery.

DESIGN RATIONALE#26

An explanation of the reasoning behind design choices made in the app's development.