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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.

Issue.jpg

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.

Emphathy Map.jpg

Pain

  • Feeling guilty because cannot finish the task in plan

  • No motivation for starting or doing the work

  • Panic, pressured and worried inside

Gain

  • Finishing assignment before the deadline

  • Having more time to do some personal activities

  • Feel motivated

  • 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.

Interview.jpg

Research Summary

Define

Persona

Persona.jpg

User Journey 

As is User Journey Map

Persona: Freddie

Scenario: Receiving an assignment then finishing the work

Journey Map_ As Is.jpg

To be User Journey Map

Persona: Freddie

Scenario: Receiving an assignment then finishing the work by using the application

Journey Map_ To Be.jpg

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

  • User have trouble keeping up with to do list and planner

  • Users are overwhelmed by tasks

  • Lack of instant consequences

  • 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.

Competitive Audit.jpg

Good Feature

  • Encouragement throughout the

  • Positive feedback when tasks are crossed off

  • Keep track of points/user level

  • Limited features that integrate well together

  • Set the priority of the task

Could be improved

  • 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.

UX Story Board.jpg

User Flow

User Flow.jpg

Site Map

Sitemap.jpg

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:

  1. Planning and Setting your Daily Task

  2. Setting and Managing your Long term Goal

  3. Choosing your own style and checking the avatar in your profile

Wireframe.jpg

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

  • Testing if the user can follow the main intention of the flow

  • Identifying some points that user cannot understand or hard to use

  • 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.

Design

Identity

We decided to choose the name “TaskTime” to highlight the word Task which is the main purpose of our product and Time to emphasize how important it is if the users are still procrastinating. Our tagline is “Start a Small Step” which is the main phrase we always mentioned while doing this project.

The logo is inspired by the asterisk symbol, which signifies the prioritization of daily tasks. It seamlessly integrates key elements of our application: the checkmark for task completion, the clock for time management, and indicators for prioritizing important tasks. Additionally, the design features a to-do list pattern with checkboxes and lines, evoking the nostalgic feel of a traditional handwritten to-do list notebook.

Initial Design

Avatar Design and Art Direction 

We aimed to blend a serious tone with some friendly elements. Since we got the idea from a rough hand-drawing beside the sketchbook, we designed a mascot character for our application. This character will also be featured in the reward system as an avatar that users can unlock upon reaching new levels, and they will have the option to customize its accessories as well.

Initial Design

Final Design

Design System

Design System.jpg

User Interface

Reflection

1. Solving the mental problem has to start from a little
Although this concept project began from myself, conducting the interviews helped me move beyond my own biases and consider insights from others. This approach marked a significant shift from a purely visual design perspective. Since this project is dealing with mental well-being and self-improvement, I learnt that not every problem requires a complete solution. Instead, our role is to analyze the issue, prioritize potential solutions, and provide the most effective tools for users.

2. Managing the project and work as a team
This was my first team project since graduating, and I gained valuable insights into project management and new perspectives through our numerous discussions and meetings. I learned that managing the prototyping phase involves two key aspects. While working individually on our own tasks was straightforward, it led to inconsistencies in design. In contrast, working together on the prototype, as we did with the Vaccay project, led to a more cohesive and consistent outcome.

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