Vezeeta is a healthTech startup based in the Middle East, and largely based out of Egypt. The startup has a number of different medical products - including an ePharmacy, clinic management software, a scheduling application for doctors, and most importantly, a mobile application for patients to book doctors.
According to the WHO, approximately 82% of all deaths, and 67% of premature deaths in Egypt were due to non-communicable chronic conditions, including diabetes, heart disease, and cardiovascular diseases.
A number of risk factors were found in the Egyptian adult population that made them more susceptible to acquiring chronic conditions, including:
Statistical data reference:
World Health Organization, (2022), "Egypt, Noncommunicable Diseases" Retrieved from https://www.emro.who.int/egy/programmes/noncommunicable-diseases.html
Through additional research, we found that high temperatures, an absence of walkability of streets, and cultural reasons all played a role in limiting people from going outside to walk or exercise. However, applications that allowed users to workout from home were extremely popular, and consistently trending on both the Apple and Google play store, communicating that many people, were in fact, open to improving their fitness.
With these insights, Vezeeta decided to carry out a brand activation project which aimed to incentivise exercise and walking combatting chronic conditions, whilst also engage meaningfully with potential and existing customers and users.
From a business perspective, Vezeeta also had some other objectives, including:
Background
Our strategy - Vezeeta Move and Earn
We went through 3 steps to formulate our product strategy - namely:
Conduct research on behavioural design
Prototype, design, and launch
Launch and Impact
Part 1: Research on behavioural design
I conducted extensive market and literature research on behavioural design for fitness - these were some of the insights we had found:
With these insights, we designed and developed a product strategy, with a feature set to address these insights. These included:
1. A widget on the home screen of the patient app to track a users footsteps on the mobile app - integrating with a user's mobile
Mobile users made up about 90% of our users, so we needed to adopt a mobile first approach. Additionally, conversion rates on our mobile application were higher than on mobile web, and so, this initiative was to be rolled out on mobile app only.
2. An integrated loyalty program to serve as the incentive for users Product backing: In order to generate engagement with our products as well as serve as an incentive, we integrated the Vezeeta Steps counter with the loyalty program. Thus, when users would perform a certain number of steps, they would be awarded with a certain number of loyalty points, which they could then use to order products from Vezeeta's ePharmacy.
The result? Increased order values, increased cross-pollination between Vezeeta's products, and most importantly, meaningful engagement with users.
3. The ability for users to share their progress with others Research backing - from our user research, we found that extrinsic motivation played a large role at helping users achieve their fitness goals. That is, users often benefited from social validation, and so would choose their fitness goals with friends. Embedding this finding into our product, we decided to incorporate a Share feature into the product with a customized visual.
Some other design decisions made from research include:
-→ Setting the daily step count to 5000 steps (instead of 10,000 steps) - as 5000 steps was a high enough target for a country where walking was minimal.
→ Deciding not to incorporate leaderboards in the MVP, but instead showing a customised ranking visual to the top "walkers" in a city. This was to reduce technical complexity, whilst minimizing development effort.
Part 2: Prototype, design, and launch
We then set out to prototype our designs through Figma - trying out many variations of data visualisations, icons, and UX flows. These were then evaluated with potential users, as well as with development teams to understand constraints and feasibilities.
Part 3: Launch and Impact
Our project was incredibly successful, and led to a number of key results:
Our biggest challenges
How we addressed them
The project was also featured on Cairo Scene - a popular online magazine for young Egyptians.