UX/UI • MOBILE APPLICATION • B2C
UX/UI • MOBILE APPLICATION • B2C

Moody: Emotion-Based Recommendation App

Moody: Emotion-Based Recommendation App

Moody: Emotion-Based Recommendation App

role
ROLE

UX/UI Designer

UX/UI Designer

UX/UI Designer

timeline
TIMELINE

June 2022 - August 2022

June 2022 - August 2022

June 2022 - August 2022

Project Vision

Project Vision

There are various streaming platforms around with numerous options for movies and TV shows to watch. But when it comes to deciding what to watch, these platforms can be pretty overwhelming. Moody is an app that acknowledges the user’s mood and gives personalized recommendations across different platforms.

There are various streaming platforms around with numerous options for movies and TV shows to watch. But when it comes to deciding what to watch, these platforms can be pretty overwhelming. Moody is an app that acknowledges the user’s mood and gives personalized recommendations across different platforms.

Problem Statements

Problem Statements

Sometimes choosing a movie to watch is a difficult task. There is a lack of an explore screen that makes decisions for the user.

Sometimes choosing a movie to watch is a difficult task. There is a lack of an explore screen that makes decisions for the user.

Sometimes choosing a movie to watch is a difficult task. There is a lack of an explore screen that makes decisions for the user.

Too many options on a single screen become overwhelming.

Too many options on a single screen become overwhelming.

Too many options on a single screen become overwhelming.

Having the home screen dominated by English content can be intimidating for Non-English speaking users.

Having the home screen dominated by English content can be intimidating for Non-English speaking users.

Having the home screen dominated by English content can be intimidating for Non-English speaking users.

EMPATHIZE

EMPATHIZE

To understand the user problems and identify their needs, I conducted quantitative and qualitative research. My goal was to build an app that is usable, useful, and enjoyable to users from different generations (i.e., Gen Z, Millennials, Gen X). It helped me understand user pain points and how to make the recommendation feature accessible and valuable.

To understand the user problems and identify their needs, I conducted quantitative and qualitative research. My goal was to build an app that is usable, useful, and enjoyable to users from different generations (i.e., Gen Z, Millennials, Gen X). It helped me understand user pain points and how to make the recommendation feature accessible and valuable.

To understand the user problems and identify their needs, I conducted quantitative and qualitative research. My goal was to build an app that is usable, useful, and enjoyable to users from different generations (i.e., Gen Z, Millennials, Gen X). It helped me understand user pain points and how to make the recommendation feature accessible and valuable.

Competitive Analysis

Competitive Analysis

To construct a concise and solid foundation for Moody, I had to venture out and see what similar prominent applications were already doing and what user goals they were not reaching. I evaluated several vital features from user surveys and identified which ones Moody could capitalize on to have a leg up over other applications.


I found that none of these applications took into account the user's mood. And the recommendations seemed to be minimal.

To construct a concise and solid foundation for Moody, I had to venture out and see what similar prominent applications were already doing and what user goals they were not reaching. I evaluated several vital features from user surveys and identified which ones Moody could capitalize on to have a leg up over other applications.


I found that none of these applications took into account the user's mood. And the recommendations seemed to be minimal.

DEFINE

DEFINE

After collating data from the first phase, I continued to define the design problems and challenges.

After collating data from the first phase, I continued to define the design problems and challenges.

User Personas

User Personas

How Does Genre Affect Our Mood?

How Does Genre Affect Our Mood?

I took the secondary research approach to understand how different genres can affect a user’s mood. From various sources, I was able to conclude that:

I took the secondary research approach to understand how different genres can affect a user’s mood. From various sources, I was able to conclude that:

🔗

I took the secondary research approach to understand how different genres can affect a user’s mood. From various sources, I was able to conclude that:

🔗

Tragedies can make people happier in the short-term.

IDEATE

IDEATE

After understanding user needs, I produced some ideas to address the problem statements.

After understanding user needs, I produced some ideas to address the problem statements.

Solutions

Solutions

An explore screen which takes the user’s mood as input and then suggests movies and TV shows of specific genres to affect the user’s mood positively.

An explore screen which takes the user’s mood as input and then suggests movies and TV shows of specific genres to affect the user’s mood positively.

An explore screen which takes the user’s mood as input and then suggests movies and TV shows of specific genres to affect the user’s mood positively.

Simple UI with important features.

Simple UI with important features.

Simple UI with important features.

Providing an easy to access option on every screen for changing language and region.

Providing an easy to access option on every screen for changing language and region.

Providing an easy to access option on every screen for changing language and region.

PROTOTYPE

PROTOTYPE

Wireframes

Wireframes

High-Fidelity Prototypes

High-Fidelity Prototypes

Takeaway & Next Steps

Takeaway & Next Steps

Working on this project helped me further explore the design thinking process. I got to do a lot of research and understand distinct users' needs while keeping accessibility a priority. Making my own components and style guide helped me think about designing for a product more systematically and with more granularity.


In the next phase, this application can also utilize computer vision concepts to easily recognize user emotions/moods to make the suggestion process more accurate.

Working on this project helped me further explore the design thinking process. I got to do a lot of research and understand distinct users' needs while keeping accessibility a priority. Making my own components and style guide helped me think about designing for a product more systematically and with more granularity.


In the next phase, this application can also utilize computer vision concepts to easily recognize user emotions/moods to make the suggestion process more accurate.