Case Study

SoleMate

A wearable and app to reduce sedentary behaviour at home

01

Overview

Submitted to CHI 2025 Student Design Competition, this project aimed to reduce sedentary behaviour at home. I led a group of 5 to conduct user research, synthesise user needs, ideate solutions and present our final product SoleMate to researchers. The paper was published in 2025.

Tools
Qualtrics · Figma · Miro · Excel
Role
UX Researcher & Product Manager
Team
5 members
Year
2025
02

Problem, Outcome & Procedure

Problem

Since the pandemic, sedentary behaviour has risen sharply at home. Prolonged sitting carries serious long-term health risks, yet most existing solutions target the workplace.

Outcome

We conceptualised SoleMate, a wearable slipper paired with a companion app that detects sedentary behaviour and gently nudges users to move.

Procedure

We followed a user-centred process: identify problems, understand users, ideate, prototype, and test. The final product was iterated to better meet user needs.

03

Understand Our Users

We conducted:

5 semi-structured interviews
56 questionnaire responses
5 competitors analysed (diary study)

User needs

Education about the long-term harms of sedentary behaviour

Many people underestimate how prolonged sitting harms long-term health, so clear, digestible education is key to motivating change.

Intervention without disruption

Nudges should blend into daily life at home rather than interrupt or annoy the user.

Engaging reminders

Reminders need to feel friendly and rewarding so people act on them instead of dismissing them.

Access to accurate, personal data

Users want reliable, personal data on their sitting patterns to understand and trust their progress.

04

Ideation & Prototyping

We balanced effectiveness with seamless integration into daily life. As team lead, I drove feature decisions through group brainstorming, then evaluated low-fidelity concepts before committing to a direction.

SoleMate feature-needs brainstorm
SoleMate product-form brainstorm
SoleMate feature evaluation matrix
05

User Testing

To test whether our core features satisfy users' needs, I designed a Wizard-of-Oz and A/B test. We compared different types of reminders, tested the effect of the avatar in education, and explored users' opinions on using slippers to detect sedentary behaviour.

Reminders

Avatar-led VS standard push

SoleMate standard reminder testing screen SoleMate avatar-led reminder testing screen

What we tested

We compared avatar-led reminders against standard push notifications.

What we found

Users found avatar-led reminders more engaging and easier to act on.

Avatar

With avatar VS without

SoleMate education test without avatar SoleMate education test with avatar

What we tested

We compared the experience with the avatar against without it.

What we found

The avatar built emotional connection and improved follow-through.

Meet SoleMate

SoleMate is an app paired with a smart slipper. Together they detect sedentary behaviour, interrupt long sitting sessions, and help users build healthier habits at home.

06

Key Features & Rationale

Feature 1 - Slippers

Why this feature?

Participants were reluctant to wear additional devices at home because they required extra effort and disrupted existing routines.

Our Approach

Instead of introducing another wearable, we transformed slippers into passive posture detectors. We prioritised seamless adoption over sensing sophistication.

Expected Benefit

SoleMate lowers adoption barriers while enabling effortless behaviour tracking.

Feature 2 - Avatar

Why this feature?

Participants viewed conventional reminders as repetitive and easy to ignore, reducing long-term engagement.

Our Approach

We introduced a customisable avatar to deliver reminders and educational content, prioritising long-term engagement over implementation simplicity.

Expected Benefit

The avatar creates a more engaging experience that helps sustain motivation over time.

SoleMate smart reminders interface

Feature 3 - Smart Reminders

Why this feature?

Generic reminders often interrupt users without providing meaningful support, making them easy to dismiss.

Our Approach

Rather than increasing reminder frequency, we focused on delivering context-aware guidance. We prioritised relevance over frequency.

Expected Benefit

Timely, actionable guidance reduces disruption and lowers the effort required to change behaviour.

Feature 4 - Daily Education

Why this feature?

Long-term behaviour change requires not only reminders but also a deeper understanding of why change is important.

Our Approach

We incorporated lightweight daily quizzes to support awareness, confidence, and self-efficacy.

Expected Benefit

Continuous learning helps users build awareness and motivation to maintain healthier habits.

SoleMate data visualisation interface

Feature 5 - Data Visualisation

Why this feature?

Participants found it difficult to recognise gradual improvements in their behaviour without clear feedback.

Our Approach

We focused on simple progress visualisation rather than advanced analytics, prioritising clarity over detailed reporting.

Expected Benefit

Clear progress tracking reinforces positive behaviour and encourages users to maintain healthier routines.

07

Reflection

Define context early

SoleMate focuses on home scenarios and prioritises seamless integration into daily routines. Setting the usage context early helped align the product with users' behavioural patterns.

Cross-functional teams teach you fast

Collaboration is not only working together but also learning from each other's strengths and weaknesses.

Let user testing drive iteration

Direct user feedback is essential in shaping meaningful iterations. Balancing design thinking and real experience contributed to a stronger product.

Let's work together

Always happy to chat about research, design, or a good mystery.

Get in touch loriyanglyly0310@gmail.com 07423 719572 Resume LinkedIn