Clue · Case study · Health app · Sep – Nov 2023

A useful app that felt distant.

Self-initiated case study on the Spanish version of Clue. I contrasted what the app prioritizes with how its users actually use it, and reviewed the conclusions with a lead designer from Clue’s first design team.

Each stone is a metric from this case.

TypeSelf-initiated case study
Duration4 sprints · Sep – Nov 2023
Team2 UX/UI designers, as peers
MethodDesign Thinking
My roleUX/UI Designer — research, synthesis and prototype
29

Users in unmoderated tests (Maze)

80/100

Usability score of the prototype

9

Moderated tests

5

Companies in the benchmark

01

Context

Clue is one of the best-known period-tracking apps. We chose its Spanish version for a self-initiated case study: with no client or brief, we defined the scope ourselves across three areas — sign-up and onboarding, home screen and tracking.

With no product team, the hard part was deciding which problem was worth solving. So we crossed four sources before drawing anything: 9 moderated tests, 14 forms, a 5-company benchmark and tests with 29 users. At the end we checked our conclusions with someone who had worked inside Clue.

Clue
02

My roleresearch, synthesis and scope

We were two designers working as peers for four sprints. With no product team, we also did that work: defining scope, deciding what to prioritize and what to leave out.

Research

  • 9 moderated tests and 14 forms
  • Benchmark of 5 companies
  • Unmoderated tests with 29 users on Maze

Synthesis and prioritization

  • Findings by area: onboarding, home and tracking
  • One main insight that organized the work
  • Prioritization with MoSCoW

Prototype and cross-check

  • Sketches, wireframes and prototype, with KPIs defined up front
  • Iteration based on the Maze results
  • Review with a Clue lead designer
03

The bottleneckthe app was talking about something else

The app worked: sign-up was simple and its inclusive language built trust. The problem wasn’t one screen; it was what the product talked about.

What the app prioritizes

Storytelling and tone centered on the reproductive side of the cycle.

That’s the side of the cycle the app’s tone pushes toward.

How users actually use it

As a self-knowledge tool and a source of information for their medical appointments.

For that they need to remember, tell things apart and log clearly.

01

Onboarding

Simple sign-up, but a design with “almost no identity”.

02

Home screen

Trust thanks to the inclusive language; confusion between calendar and analytics.

03

Tracking

Icons and colors that look too alike, and buttons that get in the way when saving.

“Me parece un diseño muy sobrio casi sin identidad”

Claudia, 36

“Siento que tengo la información pero no la forma de recordarla”

Candy, 24

“Me es confuso el uso variado de colores y cómo puedo agregar mis síntomas”

Sara, 28

What I did

  • I organized the findings by area and reduced them to one main insight: the app is useful and intuitive, but feels distant.
  • With my partner we defined the KPIs before prototyping: time per task, success rate and error rate.
04

Decisionswhat goes in and what stays out

We prioritized with MoSCoW. The most important decision wasn’t what we added, but what we left out.

01

Consistency first, features later

The “must have” was harmonizing fonts, sizes, numbers and icons and strengthening UX writing, before adding anything new.

02

Bring analytics to the home screen

Analytics on the home screen and reminders in the bottom bar, so users can remember and understand their data.

03

Not building the forum

A forum between users went into “Won’t have”: it was a different product bet, and the research pointed to clarity and self-knowledge.

Must have

  • Harmonize fonts, sizes, numbers and icons
  • Strengthen UX writing
  • Integrate analytics on the home screen
  • Reminders in the bottom bar
  • Key icons to improve the information
  • More value in the Plus invitation

Should have

  • Logo and slogan on certain screens
  • Cycle chart colors
  • Calendar palette

Could have

  • Icon on the “What do you want to do?” onboarding question

Won’t have

  • Discussion forum between users
05

Testingwhat worked and what didn’t

We tested the prototype with 29 users on Maze: three tasks and three KPIs — time, success and error. The usability score was 80/100.

Task 1

Completed80%
Total time5.7 s
Click error rate1.3%

Task 2

Completed60%
Total time25 s
Click error rate50.1%

Task 3

Did not complete70%
Total time91 s
Click error rate57%
Drop-off60%

Source: unmoderated Maze tests with 29 users, run on the prototype.

What the data said

Task 3 was the weak spot.

  • 70% didn’t complete it, 60% dropped off and the click error rate reached 57%.
  • Tasks 1 and 2 did better on success, although task 2 showed a high click error rate.
06

Cross-checkvalidating with someone inside

During my job search I had mentorships on ADPList. One was with a lead designer from the first design team at Clue, the German company, who reviewed the case.

What I heard

Several of the insights matched topics their team had already worked on.

  • The proposals pointed to features and improvements they had already identified.
  • This isn’t validation of implementation: it’s a signal that the research, without access to their internal data, reached similar questions.
07

Evidencefrom sketch to prototype

Process

First sketches — low fidelity for the 3 main flows
First sketches — low fidelity for the 3 main flows
Mid-fidelity wireframes, iterated for testing on Maze
Mid-fidelity wireframes, iterated for testing on Maze

Final prototype — onboarding

Onboarding
Onboarding

  • Home cards that are easier to read with a simplified design
  • Onboarding copy reviewed for clarity
  • Smaller buttons so they don’t compete with the information

Final prototype — home screen

Home screen
Home screen

  • Plus invitation with relevant information in context
  • A single screen with the key period information
  • Redesigned cycle icon and alerts in the main bar
  • Option to switch the app mode from the home screen

Final prototype — tracking

Tracking screen
Tracking screen

  • Symptom-customization button separated to stand out
  • Different type weights to tell important dates apart
  • More legible icons with color categorization

UI Kit

Palette · blues with a pink accent

#225270 · #3B8EA5 · #B8D4DD · #D4848A

Typography · Commons

Hierarchy of headings, body, call-outs and subheads.

Illustrations and UI kit
Illustrations and UI kit
Interactive elements
Interactive elements
08

What I learned

An insight is a difference, not an opinion

What mattered wasn’t saying the app “felt distant”, but showing the gap between what it communicates and how it’s used. That gap organized the prioritization, and it’s what a Clue designer recognized as close to their own work.

“In this project, UX isn’t only about simplifying; it’s about inspiring confidence and control over one’s own body.”

Melany Olivares