4 Ways, All Pays – Crafting a dark wellness world
The tale of my parody health app for smartwatches
In the bustling realm of smart technology and wearables, I wanted to create a whimsical journey to introduce some humour in the often anxiety-creating realm of health and fitness apps while criticising some unethical practices that they implement at the same time.
The Problem
I had the inspiration to work on this while browsing some health apps and finding out what kinds of dark patterns are evident in a wearables. I stumbled upon surveillance and privacy concerns quite a lot but not into actual evident dark patterns. I started doing a little market research and stumbled upon an app called “StepSetGo”.
They often label the fact that the users are unable to work workout as lazy, or not finding motivation. They oversimplify it by handing in rewards in exchange for the number of steps that the user takes in a day and long term.
But the underlying problem is much deeper and intrinsic to every person who are called these labels by society.



The Idea
There is no doubt that this information is useful to the users but the people implementing them always find ways to take advantage and capitalise on the people using them which often causes a lot of harm.
I wanted to call out these types of unethical patterns that health apps often tend to have. Similar to the Discourse project, I wanted to explore different ways of tackling this problem and decided to go down the smartwatch route as it was the most accessible to me at the time.

I created a user journey map of the user experiencing this activity as a starting step of the design process.
The Design
I created 4 ways in which these practices are often implemented and taken advantage of which are Step count, Heart rate, Period Tracker and Sleep Tracker. I created an over engineered design flow for the Step Count and Heart Rate as a starting point.
The user collects coins for each of the activities performed or data that is checked. In exchange for those coins, they are shown a “Rewards Shop” screen where they see that there are certain products that they can buy (not for free, for a discount) and that they still have a long way to go in order to even get that discount.

I used a Figma mockup called Watch Mirror to prototype it on the Apple Watch.
The Presentation








Lilian tried the watch with the prototype on for the entire class to see while she was using it.
The Learning
While the idea was communicated to the class, the execution could have been more apparent and more parody-like. Since this app was too realistic and was providing tangible rewards in exchange for the tasks while the tasks itself were mundane, are some elements I can exaggerate for the future.
I learnt how to prototype an app on a smartwatch for the first time and also design an interface for the app. That was extremely new to me and posed challenges like lagging and the prototype not working the way I wanted it to during the actual presentation due to the technicalities on the Watch Mirror plugin.
This project really made me introspect and understand the way I approached this project a little more. The narrative and the tone of the design is important with projects like these and this is something that I am going to keep in mind for the future.