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Product Design: Problem Statement: Design A Product To Improve Teenage Health

Product Management Ideas

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Vaishali Garg
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0% found this document useful (0 votes)
26 views10 pages

Product Design: Problem Statement: Design A Product To Improve Teenage Health

Product Management Ideas

Uploaded by

Vaishali Garg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Product Design

Problem Statement: Design a product to improve teenage health

Problem Understanding

Who is a Teenager: A teenager is someone who is between 13 and 19 years old. It's
when they start thinking and feeling differently, shaping the choices they make and
connect with the world.
What is Teen Health and why it is important: Teen health refers to the physical,
mental, and emotional well-being of adolescents. Teenagers usually have a lot on their
plate with school, homework, and play. They often forget about their health, which is
crucial as it can lead to sickness. So, looking after health is crucial during this busy time
of life.
Why to build this product: What we eat has great impact on our physical health and
mental well being. It is particularly important for teens because they are going through
this rapid period of growth & development. By building this product we help teenagers
be healthier by providing info, tips, support to build good habits, stay mentally well, and
help parents guide them.

Product Design 1
Clarifying questions:

Am I on the right track in understanding the problem? Feel free to continue with your
understanding
Is this product created by a new company, or is it a project within an existing company?
You are free to choose
Are we focusing on the Indian market specifically, or is our target market global in
scope? You can consider Indian Market
When it comes to improving teenage health, are we mainly looking at physical health,
mental health, or both? The choice is yours
Are we developing this product as a mobile app or a physical device (gadget)? For now
you can focus on Mobile App
Do we have any resource or budget constraints? No
How much time do we have to design it or make it go live? 8 months

💡 Assumption: Based on the above clarifying questions we are designing


a mobile app to improve the physical health of teenagers. Our primary
target audience is teenagers, and we have no budget constraints. The
product is scheduled to go live in 8 months

Approach/Structure

1. I’ll start by defining goal

2. Do the User Segmentation

3. Understand needs, pain points through user personas

4. Solutions and prioritization

Product Design 2
5. Evaluate and prioritize the metrics

6. Lastly, I'll summarize our discussion

What is our Goal?

Our goal is to create an app just for teenagers, focusing on helping them stay healthy
and feel their best. Through this app, we aim to empower teenagers to track their
physical and emotional well-being, their eating habits, and their exercise routines.

Both parents and school contribute in creating a strong


foundation for teens health and well-being
Parents make sure they eat well, get enough sleep, and
provide emotional support, helping them navigate the ups and
downs of adolescence

In school, young teens learn about staying healthy. They


discover how to eat well, stay clean, and handle body changes.
They also have Physical Education to keep stay active and fit.
So We're going to design an app that helps teenagers be
healthier, and it will have a feature where parents and
guardians can keep an eye on how their kids are doing.

User Segmentation

Segmenting teenagers based on the Age Group:

Product Design 3
Category Age Range Description

Subdivided into school-going


teens (typically middle and
high school students) and non-
school-going teens, who may
Young Teens 13-15
be involved in various
activities, including but not
limited to child labor or
pursuing special talents.

Further categorized into


school-going teens (usually
high school juniors and
seniors) and non-school-going
Older Teens 16-19
teens, who might be working
or pursuing self-directed
studies, such as child
professionals and artists.

Segmenting teenagers based on their location:


Category Cities Description

Urban teenagers live in city


environments and encounter
the lifestyle, opportunities, and
challenges unique to urban
Urban City Tier 1 & Tier 2
life. They have access to
educational, recreational, and
healthcare resources tailored
to urban settings.

Rural teenagers experience a


way of life characterized by a
closer connection to nature,
Rural City Tier 3 & Tier 4
limited access to certain
amenities, and a strong sense
of community.

User personas

Product Design 4
Product Design 5
🙎🏿‍♂️ The Playful Teen
Name: Arjun
🙎🏿‍♀️ The Keen Learner
Name: Shikha

Age: 13 years Age: 16 years

Location: Delhi Location: Nagpur

Description: Description:
Arjun loves playing pranks. He Shikha loves learning,
spends 4-6 hours a day playing especially physics and
mobile games. He doesn't like chemistry. She studies 10
healthy foods and often asks for hours daily, prefers studying
expensive gifts. Sharing is not over playing, and respects
his thing. Gets easily influenced her teachers and parents.
by the mother in day to day Prefers independent
decisions. approach while making the

Pain Points: decisions of her life. Loves


doing meditation with her
1. Not having healthy foods mom.
might result in poor nutrition,
Pain Points:
which could affect his overall
health, energy levels, and 1. Shikha's preference for
growth. studying over physical
activities might affect her
2. Playing games for hours on
physical health and
phones and having active
fitness
lifestyle in terms of social
playing with friends misses 2. The intense study
out mental wellbeing aspect. routine, often leads to
back aches and stress on
eyes.

Product Design 6
💡 The persona of Shikha is a true reflection of majority Indian teenagers
preparing for competitive exams and parents often ignore the
importance of physical wellbeing since they prefer academic excellence
over physical wellbeing. We will be focusing on this persona and would
proceed the recommendations accordingly. Also the persona is self
motivated to pursue the wellbeing goals.

Problems:

For School-going Teens:

Physical Health: Concerns about weight, diet, and exercise.

Mental Health: Dealing with issues like bullying, school stress, and peer pressure.

Lifestyle Choices: Some might experiment with alcohol and drugs.

For Non-school-going Teens:

Health and Safety: Facing risks due to child labor, limited healthcare access, and
nutrition.

Mental Health: Experiencing isolation and stress because of non-traditional


education or work paths.

For Urban Teenagers (Tier 1 & Tier 2):

Mental Health: Coping with stress, anxiety, and potentially making less healthy
lifestyle choices.

Environmental Health: Dealing with city pollution that can lead to respiratory
problems.

For Rural Teenagers (Tier 3 & Tier 4):

Health Challenges: Limited healthcare access, delayed medical care, poor


nutrition, potential issues with obesity, and mental health challenges due to isolation
and limited services.

Product Design 7
Solution:

To cater to Shikha's needs and address her pain points, we are designing an app that
focusses on the overall physical wellbeing of our users. The name of app is
“TeenVitality”

1. In-App Reminder for Breaks:

Incorporation of gamified experience in form of levels that trigger at specific


interval linking to daily routine work of the user. The linking of daily routine work
helps personalized approach to individual ensuring no disturbance to their
academic goals. These breaks can include quick physical exercises taught by
professionals, water intake breaks, a 5 minute walk etc. All the activities in the
breaks will be captured through on demand video capturing tool. After every
activity rewards (Certificates/Discount Vouchers/ Cash Rewards etc.) will be
triggered to users that acts as incentive.

2. On Demand Yoga sessions:

Short yoga videos linked to daily routine curated by experts. The beauty of the
feature will be Yoga under 2 minutes. The users can review and validate their
postures, flexibility and overall wellbeing by performing power yoga’s and
become more productive.

3. Nutrition Mentorship:

Provide nutrition tips and reminders within the app to encourage Shikha to
maintain a healthy diet. This can involve suggestions for nutritious meals and
snacks to support her physical well-being. Experts will be monitoring the routine
of the user and basis of which customized meal options will be provided.

4. Fan Zone:

This is an interesting feature where peers connect with each other and weekly
basis time bound social fitness sessions are conducted among the users. This
will enhance peer interaction, analyzing the performance, and a live
leaderboard will empower the users to increase the followership of its daily
fitness regime. The goal of this feature is to reward the user for engaging and
prioritizing fitness regime.

Product Design 8
5. Parental Control:

This feature acts as a validation check to reduce the absence of the activity by
powering the parents to promote the sessions in time for the overall physical
wellbeing of their child. Alarms and live tracker will bring confidence and
assurance of their child wellbeing progress.

🎯These ideas aim to enhance the app's functionality, offering tailored support to
Shikha in maintaining her health and well-being while pursuing her academic goals.

Solution Prioritization:
Solution Impact Effort

In- App Reminder for Breaks Medium-High Medium

On Demand Yoga sessions High Low

Nutrition Mentorship Medium Medium

Fan Zone Medium low-Medium

Parental Control Medium-High Low

Metrics to Track:

% increase in no. of app Downloads

DAU and MAU - Active users count performing the action of starting the activity on
the app

Retention cohort D7, D30, D90 : These metrics reflect how many users in a
particular cohort gets retained on 7,30,90 days of the application

Video Completion rate : Rate of completing exercise video post starting the video

No. of Subscribers to Nutrition Plan : Count on subscribers subscribing nutrition


plans

Parental Alert Completion rate : Post alert check the count of parental action to
validate the miss outs from the child in any activity.

Product Design 9
Tradeoff:

While on-demand yoga is a time-saver, it might not cater to your specific needs or
offer in-depth practice.

💡 Summary: The goal is to create an app called "TeenVitality" to improve


teenagers' health, with a focus on physical well-being. It's designed for
teenagers aged 13-19. For users like Shikha, who is a dedicated learner,
the app includes features like in-app health breaks, stress management,
nutrition guidance, a social fitness zone, and parental control. These
features help teenagers stay healthy, especially those balancing
academics.

Product Design 10

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