Defining Lotic's core audience: what a day left no room for

RESEARCH LEAD & PROGRAM MANAGER | LOTIC | FALL 2022

Every study Lotic ran after this one recruited against the audience it defined. Seven months later the company pulled four studies into a single synthesis, and its six recommendations became the headings everything else got filed under

Lotic was building Talk2Me, a voice-based self-reflection app, with college students as the first audience. Nobody had interviewed one.

I was the company's first design researcher. Product, content, and the science team each had their own picture of the student, and it showed up as disagreement about what the app should ask people to do and how it should talk to them.

37Students interviewed
150Survey responses
6Recommendations
3Teams served

Approach

Five phases. Each one narrowed what the next had to answer.


Who we found

Students had no unclaimed time in a day and nowhere private inside it. A product built on speaking out loud had to fit into that.

A third-year student on a heavy course load with a part-time job and family responsibilities. Started college during COVID. Plans every day to get through it, drops social and solo time first, ends most days exhausted and behind.

“There's never enough time to decompress from the day.”

“I don't have enough privacy.”

Journey map, night · the step the product would live in

Morning

Classes, commute, coffee. Running on too little sleep before the day starts.

Afternoon

Coursework, a shift, errands, a second work session. Motivation gone by evening.

Night

Friends if there's room. Guilt about what didn't get done. The only step with no protected time and no private space.

From insight to recommendation

01

Orient to a goal

“When I'm overwhelmed and feel like things are spiraling out of control, that's when I notice self-hate thoughts coming up.”

Students set ambitious goals, then measure themselves by the distance still to go.

So what

Progress had to be visible, and goals built with the person rather than handed over.

02

Offer a human touch

“What happens if I hate my career, or I burn out, or if I'm not good enough, or I mess up?”

Fear of failure drives them and stops them starting.

So what

Anything that punished a missed day would work against the product's goal.

03

Meet them where they are

“I know there are some resources available for mental health, physical health, and financial aid, but they're hard to find and not widely accessible.”

Support exists but isn't reachable or specific to them.

So what

A single prescribed path would read as one more thing not built for them.

04

Create a digital safe space

Trust builds slowly and on evidence. Students lean on the people who have been in their lives longest.

So what

Recording your voice on day one asks for trust the product hasn't earned. Prompt depth had to increase over time.

05

Build common language

The wellbeing vocabulary didn't land. Terms like languishing weren't understood without explanation.

So what

The science team's language was a barrier at the front door, which made vocabulary a design problem.

06

Don't make it another task

“I have so much schoolwork that I usually can't finish before bed, and it gets in the way of taking care of myself.”

Days were full to the edge.

So what

Chore language would lower adoption regardless of how good the activity was.

Product took progress tracking, a feedback loop for prompts that didn't land, a plain-language FAQ on data use, a framework letting people shape their own experience, and calendar integration timed to the semester. Content took emotional vocabulary, strength-based terms in place of clinical ones, and cutting task language.

Three questions went to leadership unresolved. What Lotic is to a person, safe space or agent of change. What responsible use means for a product like this. Whether user is the right word for someone recording their own life.


Where it landed

The beta was scoped to US college students in one city, recruited against the definition this study produced.

The persona and journey map became the working material for an executive visioning session in March 2023 and a design sprint the month after, where the job was to narrow several Talk2Me concepts down to one that could ship. Four of the six recommendations became design decisions in the concept that went to testing.

From “Create a digital safe space”

A sharing space where people choose a category and a prompt before anything records.

When it was tested

12 of 15

said the topics raised no discomfort. Participants described the experience as private and trustworthy.

From “Build common language”

Prompt copy written in plain language instead of wellbeing terminology.

When it was tested

15 of 15

agreed the prompts used inclusive language. Not one found them too restrictive.

From “Meet them where they are”

Category selection ahead of prompt selection, so people pick their own entry point.

When it was tested

Categories were named more often than any other element when participants were asked what they found most valuable.

From “Don't make it another task”

Short voice-led sessions that fit around whatever else someone was doing.

When it was tested

“I've never seen anything like an audio journal. It was refreshing and easy. I can do it while doing other things, don't have to stop to write if I'm too busy.”

The test did not settle the value proposition. People still could not say what the app was for, and that became the question the next round of research was built around.

Across the year I consolidated four studies into one reference for the company. Product and content worked from it directly, and it gave the design team enough settled ground to bring in an agency and move faster on development.

Talk2Me never launched. Lotic ran out of funding and the team was furloughed.


Reflection

I start by reading whatever data already exists. Here that meant the 37 interviews only went after things a survey can't reach, and the quant was part of the story from the beginning instead of something bolted on at the end to prove a point.

I write one deliverable and structure it so each group can find their own job to be done without reading past what isn't theirs. Findings people have to dig for don't get used. That started here and it's still how I write them.

The artifacts

Persona and journey map as product, content, and design received them. Seven design moves and the behavioral principle behind each sit inside the persona.