A consumer-health app design for better productivity and mindful screen time
Team project for consumer-health technology class
I co-designed with Sophia Chiu to scope, research and design for the self-initiated problem space
Fall 2018 (3 months)
User flow, causal diagrams, wireframing, prototyping, design critique
Internet overuse has become an increasingly prominent issue, which can lead to reduced productivity and performance in academics and workplace. Even though there are many attempts to cut down the internet overuse, limited effect has been found. We decided to revisit problem space aiming to uncover the gap of existing solutions. We eventually re-scoped our problem statement targeting the final user goal to boost concentration time for better productivity.
We conducted literature review and guerrilla interviews (sneaked in questions in every possible chat - sorry friends!) to understand why internet overuse has become such a prevailing issue in modern society.
To unveil the design opportunities, we iterated on the model and mapped out the causes and effects of different stages that rationalize the reason of low productivity in the current social setting. We concluded that low productivity is due to two channels: distraction management and task planning.
We tested with users and went through several rounds of design critique with fellow designers and the instructor in class and iterated rapidly with wireframes. This helped us to identify major issues in high-level design decisions and usability issues of UI placements and copy.
Insight will soft-remind the users with progress alert when users drift away to leisure use of device. Unlike the preventive blackout time as existing solutions, the design of progress alert and break timer nudges users’ conscious evaluation of their focus performance.
Multiple types of technology has become increasingly prevailing at schools and workplace. We believe having an insight of focus patterns across different platforms will provide users a more seamless experience to build their focus patterns and a more comprehensive understanding about their device usage during their worktime.
In this project, my team challenged ourselves to navigate the already-crowded space of digital wellbeing. We believe this is a real problem, also supported by our research, that happens to many people in the current society, and this belief encouraged us to dive deep to the gap of existing design and constantly revisiting our design.
One big takeaway from this project was how to articulate the design rationale logically to teammate and in design critique. This required not only iterations of the flow and design but also thinking of the best way of representing the logic behind to outsiders to gain constructive feedback.