TASKTIME
A productive application designed specifically for procrastinators, provides a to-do list to help users develop better habits through small steps and keeping them motivated to complete tasks with the features within the application.
Tools
Figma
Figjam
Adobe Illustration
Duration 8 weeks
March — May 2024
Role
UX Researcher
UX/UI Designer
Team
Ploypat Prakailerdluk
Tanaporn Lawsuriyont
Background
Following my senior project, I reflected on my academic years and realized that my working potential had been impacted by the quarantine during the COVID-19 pandemic. I began conducting primary research by interviewing the people around me to see if they had similar experiences. Many reported that their behavior changed due to the online environment, which particularly affected their academic habits. As a result, I am motivated to develop solutions to help people overcome procrastination and improve their productivity.
Problem Issue
In 2020, the COVID-19 pandemic set specific conditions that likely impacted procrastination behaviors. The sudden shift to remote settings due to restrictions disrupted people's daily routines, leading to increased emotional distress. As a result, many individuals spent more time engaging in screen-based activities, which sometimes caused them to delay other essential tasks.
Procrastination involves putting off or delaying tasks. It is related to a concept known as “time inconsistency,” where people tend to value immediate rewards over future ones. This leads individuals into a cycle of procrastination, ultimately causing them to experience high levels of stress as they rush to complete tasks at the last minute.
Project Goal
In response to the procrastination issues that emerged during the COVID-19 pandemic, our goal is to develop a product with features specifically designed to help procrastinators in making improvements to their routine. We also aim to maintain user motivation and support their commitment to reaching their goals.
Empathize
Empathy Map
Based on the problem issue discussion, we started to make an empathy map from the situation in which the target group, teenagers to young adults, receives some assignment and has to finish it before the deadline.
Pain
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Feeling guilty because cannot finish the task in plan
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No motivation for starting or doing the work
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Panic, pressured and worried inside
Gain
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Finishing assignment before the deadline
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Having more time to do some personal activities
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Feel motivated
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Want to achieve something more
Interview
Firstly, procrastination behavior is quite individualized, so we conducted user research through interviews to gain deeper insights. We then categorized the interviewees based on the specific issues we outlined during the initial discussions of this project.
Research Summary
Define
Persona
User Journey
As is User Journey Map
Persona: Freddie
Scenario: Receiving an assignment then finishing the work
To be User Journey Map
Persona: Freddie
Scenario: Receiving an assignment then finishing the work by using the application
How Might We
We had some brainstorm How Might We together about the purpose of our app then we finally got the solution.
Problem Statement
How Might We help procrastinators stay motivated and complete tasks that they set for themselves
By developing a platform that can support users in feeling less overwhelmed by tasks, helps them start making progress with small steps and ensures they complete their work within the deadlines.
Pain Point
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User have trouble keeping up with to do list and planner
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Users are overwhelmed by tasks
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Lack of instant consequences
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Procrastination is a habit
Key features
Ideate
Idea Exploration
Based on the user needs identified in our key feature plan, we decided to evolve our product from a basic to-do list concept. What differentiates our application from others on the market is its focus on providing a real-time sense and developing details specifically for procrastinators, unlike typical productivity apps. Our goal is to help users take small initial steps to do something, and help them overcome their most challenging tasks of the day.
Competitive Audit
Based on our research, we found that there isn't a specific app designed exclusively for procrastinators. After evaluating and comparing existing apps, we concluded that productivity apps—particularly their to-do list features—are the closest match to what our target users currently use. While these productivity apps have some strong design elements, they still don't fully address the behaviors and needs of procrastinators.
Good Feature
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Encouragement throughout the
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Positive feedback when tasks are crossed off
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Keep track of points/user level
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Limited features that integrate well together
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Set the priority of the task
Could be improved
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Overwhelming amount of tasks on display
Research Based Solutions
Besides conducting the primary research, we also searched for the solution of overcoming procrastination in the psychology term. There are also some concepts that support our proven ideas.
UX Storyboard
Then we have created the UX storyboard making it more understandable in how users go through it.
User Flow
Site Map
Wireframe
Following the confirmed primary features and sitemap structure, we began creating a wireframe to outline the application's structure. We divided the to-do lists into 2 types for reminding the users of different impacts, especially the users having to finish an important thing within that day starting from their plan. The wireframe is provided into three main flows:
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Planning and Setting your Daily Task
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Setting and Managing your Long term Goal
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Choosing your own style and checking the avatar in your profile
Reward System & Gamification
We discussed how to approach the users and encourage them to use our product, then the first thought that came in our mind was the gamification; blending the seriousness and enjoyment together. After conducting interviews, we discovered that procrastinators are motivated by the satisfaction of completing their plans, so we want to emphasize that part by the reward system. FBuilding on this discussion, we began brainstorming the reward system, including its theme and storytelling.
Brainstorming Idea
We focused on keeping the reward system as straightforward as possible to avoid overwhelming users further. Let them feel encouraged, not pressure them with responsibilities.
Reward System
We focused on keeping the reward system as straightforward as possible to avoid overwhelming users further. Let them feel encouraged, not pressure them with responsibilities.
User Level and Avatar
We decided to include user levels and avatars in our achievement system. Users must meet their daily goals to earn streaks, and after accumulating these streaks, they will advance to a new level and unlock a new avatar. This streak system is inspired by our research on the 21/90 method, which focuses on building new habits and making lasting changes in life.
Currency
The application will feature a single type of currency that users can earn by completing tasks. This currency can be used to purchase accessories for customizing their avatars. The avatars, which represent different user levels, along with a variety of available accessories, add a playful element to the application.
Test
Usability Test
After finishing the Final hifi-prototype, I planned to do the usability testing with three participants to confirm that the interface and function is easy and fast for the user.
Aim
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Testing if the user can follow the main intention of the flow
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Identifying some points that user cannot understand or hard to use
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Finding some suggestions from user to improve
Scenario
You are wandering outside in a place that you do not feel familiar with. Suddenly, you need to urgently use the toilet, so you use the application to help find the toilets.