The Philips Sonicare team reached out to Smashing Ideas with a challenge: create a companion app for the first Sonicare toothbrush designed specifically for kids that was so appealing, so engaging, that kids would willingly want to brush their teeth, all while learning proper technique and building healthy habits for a lifetime.
We started with identifying what would truly motivate our audience, which we unearthed through several rounds of contextual interviews in participants’ homes, early prototypes and concept tests, real-time data analytics, and even visits to numerous dental offices, to ensure professional feedback was properly incorporated.
This led to a very powerful insight:
In fact, the feeling of a clean mouth is extremely motivating to them. They simply don’t like to stop what they are doing, or don’t want to do what follows brushing teeth (going to bed, for example), so it becomes a stall tactic.
Making it fun for kids was the obvious goal, but we also knew that the app experience needed to be more than just a glorified timer or meaningless game.
We needed kids to feel compelled to brush on their own, while still providing significant (but not heavy-handed) education around how and why to brush. Because of Jessica Barnes' vast experience and deep knowledge of designing digital experiences for kids, it didn't take long for us to formulate a concept.
Jessica created the central character for the app experience — originally named Smiggle, but changed to Sparkly due to trademarking challenges — a cute little furball in desperate need of brushing help.
Sparkly was designed to trigger care and nurturing impulses in kids, improving customer motivation to brush while sparking a strong emotional connection with the character. Because of Sparkly’s tiny arms, the only way to help him is to have kids follow along with the guidance on the mobile app screen twice a day.
The app showcases the desired movement of the toothbrush, providing real-time coaching for proper technique (informed by the input from by dental professionals). When they finish, kids receive a present for their Sparkly. This variable reward completes the habit-loop when they finish a full 2 minutes of brushing and triggers the desire to return again.
The bulk of my effort for this project was spent working with the Sonicare SMEs on defining the habit-loops and a steps-to-mastery coaching model, and determining how to integrate those into both the app experience and the connected toothbrush firmware.
In parallel, I had to ensure that whatever claims were made regarding the toothbrush's capability for fostering brushing habits and improving oral health in kids were defensible.
Sonicare for Kids is considered an FDA-regulated medical device, so clinical claims needed strong supporting evidence that the companion app would add meaningful value and help deliver on those claims.
I worked with the Sonicare team to draft a robust research plan, including per-user analytics, to provide the proof and traceability for the marketing claims.
This habit loop is segmented into activity sessions, and captures a typical user engagement scenario for each — including how users would interact with the app during each session.
Each trigger is treated as a potential touchpoint – that is, the app may or may not provide a trigger based upon the user’s previous behavior in the form of a reminder, a quiz, an encouragement, etc. The frequency and density of triggers will be evaluated during testing and adjusted accordingly to avoid the “nag factor” for users. Collectively, the trigger touchpoints will be crafted and coordinated to help motivate the user to undertake the most appropriate targeted action.
Trigger touchpoints that fall outside the activity sessions are most typically push notifications, as the expectation is that the user will not be interacting with the app directly during these time windows.
The intent of these notifications is to
provide a cadence of gentle encouragement to the user to return and complete the lesson or program — and even once the lesson or program is done, to encourage the user to maintain good habits.
This approach taps directly into combating the “forgetting curve” through memory-strength training.
While the focus of this habit loop is on the AM and PM sessions, we wanted to honor variances in users’ daily routines beyond the typical or recommended. Hence, the inclusion of an optional lunchtime session which tracks progress in-app but does not do any active coaching.
Through a properly-tuned experience, we will apply the principles of Performances of Understanding – having the user put new learning immediately into practice, and asking the user to demonstrate their understanding in some measurable way – that will strengthen a user’s ability to learn and retain optimal habits, and thus encourage a long-term investment in their own health.
Although habit-training goals occur in sequence from the user’s perspective, performance data is captured by the device and app for all goals from day-one. This enables the user to “test-out” of a goal if they have met the lesson criteria ahead of time.
If the user falls below a goal’s accuracy threshold, the app will provide reminders. If the user’s performance remains below the goal’s threshold for three (3) sessions, the app will schedule a refresher course.
Once all habit-training goals are complete, the app will transition to steps-to-mastery goals.
In-app and email-based support messages complement active guidance, encouraging the user to return to the app and progress through the goals.
While the following visualization is intended to be representative of a “typical” engagement scenario, the individual user’s mileage may vary. It is entirely possible for a user to complete each habit-training goal in as few as 3.5 days (7 sessions).
While the Smashing Ideas team’s focus was squarely on the quality of the product experience, we also knew that Sonicare’s Marketing team had a bit of an uphill battle when it came to convincing kids (and parents) to purchase and use.
Partnering with a member of our Strategy team, I helped the Sonicare team identify the key value-propositions and feature highlights that would both educate parents and motivate kids.
Thanks to Jessica and the team, the app experience was overflowing with fun — from the animations, to the voiceovers and sound effects that the team had way too much fun recording, to the rewards for their Sparkly and the hidden easter eggs. And the parent dashboard allowed parents to monitor their kids’ progress and consistency.
We also did extensive experience mapping with families to understand routines and rituals in a typical household, as well as capturing sentiments from kids and parents. We heard from kids that just brushing with their Smiggle got boring after a while and they wanted to be able to play with him/her/it. But we heard from parents that screens were a constant point of friction in the house and they were concerned that giving kids the option of "free play" with their Smiggle would disrupt the delicate balance and tight timelines of morning and evening routines.
"It's great that [the Sonicare for Kids app] is helping motivate my kids to brush better, but if this thing in any way makes it harder for me to get my kids out the door to school or in bed on time, it's gone."
Research participant, parent of two
To address this potential point of abandonment, Jessica and I enabled the parent to set custom "time windows" for up to three (3) brushing routines per day — during these windows the child's Smiggle would be active, but outside those time windows the child would get a cute message from their Smiggle
"Sorry, I'm napping right now, but should be awake around 6:00 tonight. Let's play then, OK?"
It was a device that accomplished the inconceivable: It made oral hygiene so fun that kids want to stay on top of it.
The contents of this portfolio are selected works-for-hire through various companies and client agreements. Non-disclosure agreements have been honored through redaction, selective censorship, or sanitization. Artifacts shown herein are original works and subject to protection under the United States Copyright Act of 1976. All rights reserved, duplication, distribution, and socialization of anything contained within this website is expressly forbidden without prior written authorization from the site owner. All brands and brand-related visuals represented herein are copyrights and/or trademarks of their respective organizations.