InPACT at Home

InPACT at Home Website Gamification

Optimizing user experience of the InPACT at Home Website to promote youth physical activity

Type
Website
Duration / Year
8 MO / 2022
Role
UX Research & UI/UX Design
Team
Insun Kim, Michelle Xie, Dhiraj Tadikamalla, Alaa Shahin
InPACT at Home Website Gamification

Project overview

This project was done as a BSI UX Capstone experience, where we form a consulting team with 3 fellow UX design students and be assigned to a client and their project. Among many projects, I chose to be part of the InPACT at Home team as I was interested in the impact of COVID-19 on people’s livelihoods and their health.

Me suffering from the pandemic - always sleeping and absolutely no more workout

InPACT at Home (Interrupting Prolonged sitting with ACTivity) is an evidence-informed home-based physical activity program that aims to help K-12th grade students stay physically active and maintain healthy lifestyles during the Covid-19 pandemic and beyond.

The website is intended for parents and teachers, and it provides them with various resources, such as workout videos, play cards, toolkits, monthly InPACT Challenges, and external links to encourage students and entire families to get moving.

Challenge

While the InPACT at Home’s website was recently redesigned at the beginning of 2021, there are only 23 visitors. It lacks motivation for parents and their children to engage in the program's various physical exercise opportunities.

Goal

Increase children's motivation to maintain their exercise routines through personalized content recommendations.

InPACT at Home Website Gamification
01

Journey Mapping

Visualizing the entire user journey

We started by putting ourselves in the shoes of our users and figuring out the steps they take from discovering our product or service to getting what they want. It helped us figure out where users were getting frustrated or confused.

We then decided to chat with some real-life users to double-check our assumptions and get valuable insights into what they really need and how we can make things better for them.

02

User Interview

What are the pain points for the current website and what are the user behavior?

We wanted to get a well-rounded understanding of our user base, so we interviewed 7 participants, the primary user groups: K-12 students and their parents. Since students are under 18, we engaged with parents as our main source of insight.

In addition to testing the completion of tasks, we also asked about what motivates their children to exercise consistently and what obstacles they commonly face.

Findings About Kids

1. Hard to keep motivated without an exercise friend

2. Organic regime, no specific workout schedule

Findings About Parents

1. Trouble finding time to exercise with my child due to our busy work schedules

2. Want to raise awareness about the importance of building exercise habits at home

03

Heuristic Evaluation

Are there any more issues with the current InPACT at Home website?

By conducting a heuristic evaluation according to Jakob Nielsen’s 10 general principles for interaction design, the team was able to deep dive into the problem of the  current website.

04

Competitive Analysis

What are the competitors’ key features that InPACT at Home can benchmark?

The team analyzed the strengths and weaknesses of the competitor,  Presidential Youth Fitness Program (PYFP) who offer similar products to discover how current products in the market do not meet users’ needs that could be incorporated into future designs of InPACT at Home website.

Strength

  • Provides a comprehensive, step-by-step fitness education video series.
  • Offers score sheets and fitness records to track students’ progress.

Weakness

  • Lacks automated tracking of progress and current status.
  • Contains too much text, making it less kid-friendly.
05

Major Pain-Points

What are the key findings of the website’s design?

1. After completing an activity, the reflection survey does not automatically appear on the screen, requiring users to remember to scroll down to complete it.

2.After watching a video, the user users do not receive an immediate notification. Also, they are unable to exit the reflection survey unless they close the tab and reopen the website.

3. Users cannot track their workout progress other than earned badges and ranks. Also, it lacks personalization for users.

4. Having too many video options creates confusion for users when trying to choose what to watch.


06

UX requirements

What is needed for InPACT at Home to increase users' motivation to maintain their exercise routines?

1. Allow users to set personalized health and fitness goals to personalize their experience.

2. Offer weekly tasks to minimize decision-making time.

3. Aim for clear and simple UX writing to improve user experience.

4. Streamline the badge-earning process to make it simpler.

5. Establish a clear information and visual hierarchy to make information easy to digest.

6. Provide feedback for the user's current state, errors, and notifications.

07

Sketches

Bringing ideas to life!

We started by creating an avatar to represent the user, along with a weekly personal goal. To help users track their progress, we added a progress bar.

Users can also view their completed activities for the week, as well as any badges or ranks they've earned.

Additionally, we incorporated a pop-up notification on the video page to inform users when they've earned a badge. This feature helps users stay motivated and aware of their achievements.

08

Lo-fi Prototype

Translating design concepts and information structure to tangible representation

Our team translated design concepts and information structures into tangible representations, which led to a significant improvement in the design: the introduction of personalized weekly goals for tasks.

Using these goals, we developed a feature that recommends tasks and videos to help users achieve their weekly objectives.

09

1st User Testing

Refining designs based on user testings

To make sure our design meets the needs and expectations of its target audience, we conducted our 1st round of user testing with 3 participants who were previously interviewed.

Problem 1:

  • Setting a weekly goal can be challenging due to the variation in daily schedules.
  • Users are not entirely sure how many minutes are recommended for a K-12th student.

Solution:

  • Switch to a minute-based goal-setting option instead of hours per week.
  • Added a feature that provides users with a suggestion on how many minutes per day might be appropriate.

Problem 2:

  • Users are confused where to begin on the progress page and how to navigate it effectively.

Solution :

  • Added a guided tour of the four segments to help let the user know what the purpose of each one is and how it will help them track their progress.


10

2nd User Testing

What are the areas of confusion and hidden opportunities?

The team conducted another round of user testing with 3 participants.

Problem:

  • Uncertain about the meaning of each topic and how many selections they need to make.

Solution:

  • Added a sentence to provide users with clear instructions on what to do on the specific screen.
  • Included descriptions for each topic, which users can access by hovering over the "i" icon located next to the title of each topic.


11

Feedback From Peers and Clients

Redesigning based on feedback

Following our second round of user testing, we presented our designs to our clients and peers and received feedback indicating that the core features of: 

  1. Checking progress
  2. Completing daily tasks

Problem 1:

  • Two main features were not visually prioritized enough.

Solution:

  • Restructured the information hierarchy to direct users to check their progress before focusing on their personal goals and selected topics.
  • Broke down the "My Goal" section into three distinct sections, "Overview", "Fitness Goal," and "Focused Topics."

Enhancement 1:

  • In the "Daily Tasks" section, we added information about the topic, time, and status of each video to help users better understand what each video is about and which one they should watch next.


Enhancement 2:

  • To help users track their progress over the long term, we added an "Activity" section that displays the average number of minutes the user has spent on the platform on a monthly and yearly basis.

Enhancement 3:

  • To ensure users benefit from a personalized goal-setting experience, we added more questions.
  • These questions help users tailor their goals to their unique workout progress and preferences, increasing the likelihood of achieving their objectives.
12

Hi-Fi Prototype

Visualizing what the end-product will look like

After revising the mid-fi prototype based on the user testings, the team created a hi-fi prototype that is close to ready-to-release version of the product.

The team incorporated icons, colors, and illustrations that create a cheerful and positive vibe, which can enhance the user experience and promote engagement.

13

A/B Testing

Validating the design enhancements to ensure the site is easier to navigate

Trying to minimize any potential bias during the A/B testing, the team had 3 participants look at the new design while the other 3 participants looked at the current design. All participants had no experience using the current InPACT at Home website prior to participating in the evaluation study.

Task Completion Rate

  • Describes how many participants out of the 3 total participants could complete their task specific to the current and new design.
  • Supports our new design enhancements by higher completion rate.
  • The rate was kept as a fraction out of three participants and not as a percentage due to the small sample size.
Participant Task Completion Rate of Current and New Designs

Number of Clicks for Task Completion

  • Describes the number of clicks the user needed to complete the survey and earn a badge.
  • New design has resulted in a quantitatively lower number of clicks required for users to complete the survey and earn a badge.

Potential Bias

  • Some elements in the prototypes were not clickable which may increase the number of clicks.
  • As the team (user testing moderators) had a prior relationship with the participants, they might favorably answer the rating questions.
  • Small sample size of participants in the user interviews increases the risk of skewed results.

Please note that the projects I worked on at Samsung are under NDA protection.

Consequently, certain details may not be disclosed.

01

Design Process

How did I work towards accomplishing the objective?
  • Analyzed project objectives and identified current pain points and challenges.
  • Created a user flow for the product to implement the new feature effectively.
  • Conducted market research on smart ovens, microwaves, and related home appliances, focusing on key values, pricing, and target users (novices or professional chefs).
  • Studied research papers and guidelines from Federal Food Safety Agencies such as FDA and CDC.
  • Collaborated with engineers and industrial designers to gather technical requirements and understand appliance mechanisms.
  • Generated different ideas and concepts through prototype creation.
  • Iterated the design process by actively communicating within the team and considering technical feasibility.
  • Conducted internal user tests, presenting tasks related to reheating food and gathering feedback.
02

Impact

What significant impact did I contribute to both users and the company?
  • Achieved significant reduction in decision-making time for users.
  • Increased user satisfaction and confidence in the cooking process.
  • Recently re-delivered a demo to HQ and scheduled the product for launch in Q2-Q3 2024.
01

Direct competitor research

What resources do travelers already use while making  a travel plan?

By comparing the systems, characteristics, and cultures of Yelp and Airbnb, we knew we needed:

  • Systematic AI-based system that provides suitable activities and destinations for travelers when choosing their designated date and area
  • Reliable user reviews
  • Simple and easy-to-understand interface that anyone can pick up pretty quickly
02

Indirect competitor research

Who are analogous competitors we can benchmark?

These analogous competitors with similar business models also helped us find these untapped opportunities:

  • Avoid information overload that provides too many features to compete with other platforms
  • Social elements that allow users to open the app on a regular basis 
  • Again, use AI to anticipate users' needs and give a content recommendation based on their demographics and previous activities
03

User Interview

What are the common challenges travelers face?

The team conducted 10-15 minutes user interviews (10 participants) and qualitatively analyzed the interview data. It revealed 3 main themes of negative experiences they had when trying to plan a trip or outing:

  • Discord and miscommunication with travel companions
  • Information overload (e.g., Instagram hashtags) 
  • False information and excessive advertisements on existing websites, apps, and services
"I was tired even before my trip because the itinerary was tightly scheduled, and others chose a place I did not want to go."
"I used hashtags to see the restaurant reviews and photos, but there were selfies included. The hashtags are not used properly, and I am so frustrated about this."
"While Google search engines are helpful finding various location information, the advertisements and articles written by the travel agencies are annoying. It is hard to tell whether they are based on real experiences or not."
04

UX Requirement

Which experiences will best serve travelers needs?

To address the problem of connecting with surroundings and showing gratitude to local communities, target activities that our solution needs are:

  • Connect people to local attractions by adopting AI-based travel itinerary generators and geolocation services
  • Reduce travel planning time with personalized recommendations that match each individual's travel style  
  • Help users to make travel decisions through reliable user reviews of local experiences
  • Support neighbor connection by adding social elements, such as messaging and friends features
  • Allow users to plan their trips collaboratively-they can create a group and answer the travel questionnaires individually to accommodate their travel preferences
  • Include people with low digital literacy skills by implementing simple navigation
05

Persona & Scenario

Developing greater empathy with our users

We created 2 primary personas and 2 secondary personas along with scenarios based on our interview data. It allowed us to understand the needs of potential users better and define our idea.

06

Sketch & Storyboard

Bringing ideas to life!

Visualizing our app's use and impact, we continued building empathy for our future users.

07

User Flow

What potential actions can users take to achieve their goals?

The user flow served as the "blueprint" for creating our wireframes and final prototype. It gave us a solid map of how all our screens and interactions connect.

08

Lo-fi Prototype

Translating design concepts and information structure to tangible representation

Since there are five members in our group, we each strived to do 3-5 interactions per person. After we all completed our experiments for the paper prototype, we organized them for the recording.

09

Usability Testing

What are we missing in our lo-fi prototype?

We conducted usability testing with 4 participants to ensure our paper prototype included all of the necessary features. It helped us prioritize and eliminate interactions that are not important to our app.

During the whole process, most participants commonly struggled with going to the previous page, scrolling the page, and finding the correct button to perform the desired action. Our plans for mitigating errors were the following:

  • Add an arrow on the top left of each page to make the back button more accessible and noticeable, which can assist users in accessing the previous page more quickly
  • Rearrange the position of each icon to give a more accurate direction and specify the purpose of each icon
  • Reorganize the account page simpler to contain the essential information in hierarchy order
  • Place the switching account type option at the bottom of the account page so that users can easily see the option at first glance
10

Wireframe

Digitizing the design

Based on the paper prototypes and the flaws we found during the usability testing, the team started off by creating wireframes for the traveler account.

11

Mid-fi Prototype

Integrating interactions and design assets

We added more major screens, colors, graphics, and interactions that helped our prototype come live. The mid-fi prototype enabled us to visualize our final solution better, and it will be used with users for usability testing.

12

2nd Usability Testing

What are the areas of confusion and hidden opportunities?

To test the current usability of our travel app, our team had 5 participants complete a series of tasks to determine the strengths and flaws of our prototype.

Participants mostly had trouble navigating the map, knowing whether or not the trip they created was successful, changing the account type to host, and clicking the correct button when viewing plans for their trip. Our plans for mitigating errors were the following: 

  • Develop a loading page after when the users complete their quiz to notice that their quizzes are successfully completed, and their plans are being created
  • Implement a page that shows the recommended trip plan based on their answers to the quiz 
  • Relocate the map icon on the Explore page 
  • Rebuild and simplify the user flow to easily navigate the app to find the map feature 
  • Add a login page to clearly indicate that they are starting or switching the account. 
13

Style Guide

Ensuring design consistency

The team selected the primary color as bright blue (#5268F8) to build a positive image and give an energizing feeling. The secondary color yellow (#FFD166) maximizes cheerfulness, and the typeface Poppins maintains a playful and modern look.

01

Stakeholder Interview

How should I support business objectives through design?

Gaining context on Literati's priorities and wants, I established milestones and prioritized tasks.

  • Highlight events, books , merchandise, hours and location sections (based on both interview and website traffic analytics).
  • Stakeholder wants buttons for book recommendations, emphasis on in-person activities, an automated way of communication in the checkouts - e.g., pick up your book on Jan.15.
  • Stakeholder does not want Slideshows.
  • The target audience of book purchasers is people interested in literary fiction, which tends to be young professionals or retirees. But, Literati also attract a wide range of people including people who haven’t read a book in years.
02

Heuristic Evaluation

What are the problems of current website?

The main problems of current website design are the following:

  • Inaccessible carousels
  • Too much information on one screen, especially on the checkout process
  • Long book description, requiring high cognitive load
03

Competitive Analysis

How do other online bookstores optimize checkout flow?

To benchmark the checkout flow, I conducted a competitive analysis on four competitors - Powell’s Books, Barnes & Noble, Strand Bookstore, and Abebooks. The takeaways are the following: 

  • Minimize process steps into 3-5 steps
  • Checkout type can be either accordion or multi-step checkout
  • Use color and icons on a multi-step progress bar to indicate the current step
  • Provide “Back” button or make sure each process steps are clickable links
04

Card Sorting

Reorganizing content structure

I reorganized Literati’s current website content to determine information architecture and navigation.

05

Style Guide

Visually matching Literati's identity

The color palette represents the Literati’s identity. Primary colors are black (#1C1C1C) and white(#FFFFFF) to mimic ink on a white page and the bookstore’s black and white checkered floor.

Getting color inspiration from Literati's checkered floor
01

Affinity Diagram

Discovering the relationship between the issues and possible solutions

The affinity diagram generates, organizes, and narrows down the ideas to identify the users' needs related to our product, iPick. This method is beneficial during the beginning stage, where we confront complex issues and make group decisions.

02

User Survey

What are the difficulties of relationships over distance, and how are people coping?

The user surveys quickly obtain diverse information from many people by asking targeted questions. This research method is especially efficient during the COVID-19 pandemic, where it is hard to meet the participants in person. Survey responses from 35 participants allowed us to see both users' general needs.

03

UX Requirements

What is needed for the app to resolve users' pain points found in the research?

Affinity diagram and user survey allowed us to define the design requirements for the application:

  • Multi-user application
  • Real-time data update (e.g., different time zone, data from the users)
  • The information can be saved, stored, and retrieved
  • Multi-model communication contents (e.g., quiz, chat)
  • Any information should be communicated across the expected range of user sensory ability, protecting the users from errors (learnability, consistency, affordance, constraint)
  • Relaxed mood color palette
04

Persona & Scenario

What are the behavioral patterns of the users?

We developed both primary and secondary personas with scenarios to better understand users' needs.

Primary Persona
Secondary Persona
05

User Flow

Grouping and prioritizing the functionality based on user scenario

We created a user flow to define the key features of our app and how each screen relates to one another.

06

Sketches

Ideas, ideas, ideas!

Sketches address the needs we found during our user research stage.

Home Screen
Chat Screen
Game Screen
07

lo-fi prototype

Refining and adding interactions to the sketches

Based on initial sketches, we came up with the app navigation, basic interface, and thus a simple interactive lo-fi prototype.

Home & Chat Screen
Game & Settings Screen
08

User Testing

Evaluating the product to identify the flaws

We recruited 4 target users to test the interactive prototype we developed. During user testing, we obtained users demographic information (job, age, app usage, and gender) and asked them to complete 6 tasks followed up by exit questions. These are our future plans mitigating errors:

  • Reduce the number of game topics users see in one screen
  • Include text description next to the bar graph on friend's profile section to show what it actually represent
  • Connect chat button on the profile to profile’s chatting room
  • Use text instead of the clock icon to represent friends' timezone
  • Add different visual elements into three buttons in the Game screen to differentiate them
09

Style Guide

Reflecting the personality of an app in visual style

We chose brand colors as warm colors to evoke feelings of warmth and comfort. It brings more affection into users' relationships, which matches our product's main goal.

The font choice, SF Pro Display, helps establish the minimal design. It also works well in multiple sizes and weights, making it legible on mobile screens.

14

Hi-Fi Prototype

Two different account types

Operate the app from two different account types-traveler and host.

Customizable travel plan

Customize your travel needs in a simplified way through a series of generated questions.

Interaction with other users

Invite friends or family to create travel/events plans together.

Explore your surroundings

View best places to visit near you with user ratings and location descriptions.

View full prototype

15

what did I learn?

What are the areas of confusion and hidden opportunities?

To test the current usability of our travel app, our team had 5 participants complete a series of tasks to determine the strengths and flaws of our prototype.

Participants mostly had trouble navigating the map, knowing whether or not the trip they created was successful, changing the account type to host, and clicking the correct button when viewing plans for their trip. Our plans for mitigating errors were the following: 

6

Hi-Fi Prototype

Highlighting high-priority information

Carousels are removed on the homepage. Instead, I inserted image of the bookstore and featured top priorities-events, books, gift cards, and merchandise.

Providing a list of recently viewed items and more things to explore

Users can easily navigate back to the previous items. Recommendations for more items reduce decision time.

Implementing multi-step checkout

Indicated current step with numbers and colors. It gives a clear idea of the whole process that they can expect what the remaining steps are, minimizing the cognitive load.

Large enough CTA buttons and form fields

According to Fitts's law, the “time it takes for a user to engage with an object is relative to its size and distance to it.” Large buttons (H: 58-64px) increase the chances of being noticed and clicked.

Less number and complexities of choice, reducing decision time

Minimized the number of forms (< 11 fields). Auto-populate city and state by putting their Zip Code. Autodetect the credit card based on the card number

7

what did I learn?

What are the areas of confusion and hidden opportunities?

To test the current usability of our travel app, our team had 5 participants complete a series of tasks to determine the strengths and flaws of our prototype.

Participants mostly had trouble navigating the map, knowing whether or not the trip they created was successful, changing the account type to host, and clicking the correct button when viewing plans for their trip. Our plans for mitigating errors were the following: 

14

Final Design

Set your fitness goal

The current InPACT at Home website has no feature for setting the user’s goals, where users have too many options to navigate that may increase in decision time. A fitness goal feature will make the website more personalized and help guide users in making decisions, thus reducing overall decision time.

Track your workout progress

My Progress page provides an overview of the user’s goal and their completion toward it, daily tasks, focused topics, activities, and badges and ranks earned. It increases engagement and motivation to work out consistently.

Learn interface through guided tour

New users will be guided through the features of the progress page that eliminate the confusion of navigating through the My Progress page.

Earn a badge with smoother navigation

On the current InPACT at Home website, the video reflection does not appear on the same screen after watching a video. Users must remember to scroll down and they also do not have an option to navigate back to the previous screen.

The design enhancement reminds the users to earn a badge right after watching the video, reducing their time navigating the website.

15

Developer Handoff

Handing off designs to bring the product to life

The team specified the final design at a level of detail that would  allow a developer who was not part of the design process to implement the developed design as intended. It includes not only the key screens shown above but also interaction map, site map, and UX specifications.

16

What Did I Learn?

Every experience presents an opportunity for learning and growth
  1. Working remotely as a team during the COVID pandemic.
  2. Maintain constant communication with clients to ensure their needs are being met and to avoid any misunderstandings.
  3. Adhere to existing design when working on an existing product to maintain consistency and brand identity.
  4. Budget constraints can be challenging - allocate resources effectively. Efficient timeline management is essential for project success.
7

what did I learn?

What are the areas of confusion and hidden opportunities?

To test the current usability of our travel app, our team had 5 participants complete a series of tasks to determine the strengths and flaws of our prototype.

Participants mostly had trouble navigating the map, knowing whether or not the trip they created was successful, changing the account type to host, and clicking the correct button when viewing plans for their trip. Our plans for mitigating errors were the following: 

14

Final Design

Set your fitness goal

The current InPACT at Home website has no feature for setting the user’s goals, where users have too many options to navigate that may increase in decision time. A fitness goal feature will make the website more personalized and help guide users in making decisions, thus reducing overall decision time.

Track your workout progress

My Progress page provides an overview of the user’s goal and their completion toward it, daily tasks, focused topics, activities, and badges and ranks earned. It increases engagement and motivation to work out consistently.

Learn interface through guided tour

New users will be guided through the features of the progress page that eliminate the confusion of navigating through the My Progress page.

Earn a badge with smoother navigation

On the current InPACT at Home website, the video reflection does not appear on the same screen after watching a video. Users must remember to scroll down and they also do not have an option to navigate back to the previous screen.

The design enhancement reminds the users to earn a badge right after watching the video, reducing their time navigating the website.

15

Developer Handoff

Handing off designs to bring the product to life

The team specified the final design at a level of detail that would  allow a developer who was not part of the design process to implement the developed design as intended. It includes not only the key screens shown above but also interaction map, site map, and UX specifications.

3

What Did I Learn?

Effective Communication and Collaboration

Advocating for a minimalist design taught me the vital role of clear communication. Providing explanations for design decisions fosters understanding and builds consensus within the team. This experience sharpened my ability to actively listen, adopt an engineer's perspective, and troubleshoot collaboratively.

Adaptability and Imaginative Thinking

Designing for a controller display required a shift in perspective and imaginative thinking. This experience enhanced my adaptability, pushing me to find intuitive ways to present information. Leveraging creativity and empathy, I was able to craft a user interface tailored to the unique interaction paradigm of the appliance.

Agile Problem-Solving and Open Dialogue

Navigating time constraints and limited user testing due to NDA challenges, I swiftly turned to team feedback for diverse perspectives. This experience underscored the value of agile problem-solving and the importance of open dialogue. Quickly adapting to seek insights from team members not only facilitated decision-making but also highlighted the significance of collaborative and open communication in overcoming project constraints.

7

what did I learn?

What are the areas of confusion and hidden opportunities?

To test the current usability of our travel app, our team had 5 participants complete a series of tasks to determine the strengths and flaws of our prototype.

Participants mostly had trouble navigating the map, knowing whether or not the trip they created was successful, changing the account type to host, and clicking the correct button when viewing plans for their trip. Our plans for mitigating errors were the following: 

10

Hi-Fi Prototype

Check friends' availability

Check your friends' availability by looking at their timezone and locations. This prevents you from worrying about you disturbing them when they're busy or while asleep.

Active communication through chats

Easily chat with your friends through a simple and easy navigation route to the chat page. You can also easily distinguish between all chats and unread chats to reply to other users quickly.

Create and solve preference quizzes

Engaging parts such as creating quizzes and solving friends' quizzes allow you to better understand your friends and families.

Challenge your friends

The rankings displaying who got the most questions right make you see who knows you the most.

11

Video Sketching

11

what did I learn?

What are the areas of confusion and hidden opportunities?

To test the current usability of our travel app, our team had 5 participants complete a series of tasks to determine the strengths and flaws of our prototype.

Participants mostly had trouble navigating the map, knowing whether or not the trip they created was successful, changing the account type to host, and clicking the correct button when viewing plans for their trip. Our plans for mitigating errors were the following: 

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