Ruh – The contemplation and meditation app for Muslims

  • Client Ruh app
  • My role UX researcher
  • Team Hayate Ait Bouzid (UX researcher), Asiya Atcha (Product Designer), Ismael Al Saleh (Software Developer)
  • Methods Stakeholder workshop, Competitive analysis, Usability test and Interviews
  • Tools Miro, Betafi, Zoom, Figma

Investigating the Problem

Ruh app noticed a low retention and engagement for the past months and wanted to increase these numbers. They considered the lack of gamification, customization, and personalization on the app the cause. To uncover the root cause and formulate a research plan I led a stakeholder workshop We discussed potential causes of low retention and identified critical questions. This guided the research objectives. I also explored the team’s assumptions about gamification, customization, and personalization, gaining insights into their vision for these features. It’s worth noting that while the team focused on these areas, I kept an open mind to other potential causes.

Research Objective

Explore and implement different gamification methods, app customization and personalization to increase retention and the mental and faith-based value users can get from the app.

"People want easy. People are coming to these apps because they're already struggling with the complicated lives. They have and they need something to restore order and balance to that. Learning a whole new app for someone who is, anxious or feeling sad, someone who's depressed is gonna be like, I don't want to learn all of this.''
Fatima
Participant about competitor app

Crafting my Research Approach

Competitive analysis
Armed with this initial information, I broadened my scope to explore what other mindfulness and meditation apps were up to in this space. Doing this through a competitive analysis, I examined mindfulness and meditation apps, looking at both neutral and faith-based apps I also analyzed their user reviews for additional insights. The findings were compiled into a comparative matrix and then summarized (refer to the ‘all deliverables’ section). This approach helped determine if gamification, personalization, and customization were common competitive strategies among other meditation apps or whether other strategies were used.


Interviews & usability tests
After the competitor analysis it was crucial to validate certain aspects through direct conversations with actual users of meditation and mindfulness apps, together with understanding their perspectives on mindfulness practices and use of meditation and mindfulness apps. Participants tried both the Ruh app and a competitor app to compare experiences. I selected two competitor apps, including the advanced Balance app, known for its AI-driven personalization. Usability tasks spanned registration, personalization, navigating the home page, and practice selection. This meticulous approach provided thorough user insights.

Reasoning behind selection research methods

I opted for these research methods due to the emerging nature of meditation and mindfulness in the Muslim community. To encourage open participation and engage a diverse, global audience, I avoided focus groups, which could be constrained by time zones and participants might be skeptical about opening up in front of others. Additionally, I did not perform a diary study as I didn’t require extensive insights into their mindfulness journeys. Given the project’s limited timeline, my focus was on understanding their current practices, past experiences with mindfulness or apps, and factors influencing continuity or discontinuation.

Participants
Recruitment for participants involved social media outreach to find individuals interested in mindfulness and meditation. I also created messages for the Ruh newsletter and their Instagram page, along with recording a video for their  Instagram story. My target was 10 -12 participants, eventually I was able to recruit 9 participants. All participants underwent a screening process, meeting specific criteria:
  • Age Range: 18-60 years
  • Muslim 
  • Speaks English
  • Interest in Mindfulness and/or personal growth
  • Owns a smartphone
  • Previous use of Mindfulness apps or tools (like journaling)
 

My analysis in images

To get access to the deliverables in detail, scroll down to the section ‘All deliverables ‘

From Obstacles to Opportunities

After conducting the interviews and usability tests, I analyzed all the transcriptions and notes. It was a manual process where I searched for patterns across the complete dataset. Later, I decided to bring the Ruh team for an affinity mapping workshop to uncover themes that could have been missed during the first analysis. Additionally, I created user journeys based on the two main ways a user could navigate through the app. This allowed me to analyze each step of the process in detail and see where the main hiccup is for the low retention numbers. This helped me identify three major blocks in the app.

Apart from that, during the data analysis process, I discovered many strengths that could be used by the Ruh team to emphasize more during their branding and marketing. These have also been communicated with the team.

In the next section, I go into the detailed insights and recommendations. 

Detailed insights & recommendations

Participants need more content and feel overwhelmed with the current homepage structure
Participants want to feel that the app is interested in them & their needs
Participants find pleasure in tracking their progress and striving towards a meaningful goal, as well as feeling valued for their efforts.
Participants like aesthetically pleasing designs that show app maturity and set the participants in the right mood

My Research Reflection

This research held a personal significance for me in various ways. It enabled me to gain a deeper understanding of the users, particularly as someone who shares an interest in mindfulness and practices meditation as a Muslim. This connection allowed me to empathize with their needs and concerns. Nevertheless, it’s important to acknowledge that this closeness could have potentially led me to overlook subtle factors that might have influenced my analysis.

During the participant recruitment process, there were some delays on the client’s end, resulting in a smaller sample size of 9 participants. Additionally, the uneven gender distribution may have had an impact on the data outcomes, particularly in relation to badge preferences. The research findings revealed that of the participants (N=9), all 7 females were not in favor of badges as part of gamification on the app, whereas all 2 males were in favor. Therefore, in relative terms, the majority expressed a lack of preference for them. This information was explicitly outlined in the report, along with the acknowledgment that an even gender distribution could potentially yield different outcomes regarding badge preferences.