Skip to content

ChicoState/redeemingtime-ux

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

16 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

!!! NOTE: Delete all parts of this file surrounded by three exclamation marks (including the exclamation marks themselves) and replace them with the appropriate content -- they are only instructions and shouldn't be in your report!!!

Redeeming Time

People spend the majority of their free time scrolling on social media timelessly. Our goal is to create a platform that pushes people to use their time intentionally by giving the user daily prompts or activities.

UX Team Members

  • Alessandro Sisniegas - Contributed 50% of all research, design, prototyping, and testing work throughout the project.
  • Elijah Beverley - Contributed 50% of all research, design, prototyping, and testing work throughout the project.

User-Centered Design Artifacts

Phase I: Analyzing Users, Competitors, and Initial Designs

Executive Summary

  • Competitive analysis showed that existing solutions focus on blocking distractions rather than encouraging intentional time use through positive habit formation.
  • Heuristic evaluation of competitor Way of Life showed strength in tracking but weakness in engagement mechanics and community-driven motivation.
  • Users require a balance between structure and flexibility, preferring tools that provide personalized prompts rather than strict restrictions.
  • Gamification and progress tracking (streaks, rewards, community interaction) increase user engagement and motivation.
  • Development of personas and scenarios reinforced key insights:
    • Users prefer a proactive, guidance-based app over one that simply blocks distractions.
    • Customization, reminders, and visual progress tracking are essential for long-term adoption.
  • The Sketches and Diagrams implement a visually engaging interface with personalized activity suggestions, gamification elements (streaks, badges, leaderboards), and intuitive progress tracking to encourage intentional time use.

Full phase I report

Phase II: Refining interaction and designing wireframes

Executive Summary

  • Two independent cognitive walkthroughs using the Jerry Anderson persona revealed key usability issues in the login flow, dashboard clarity, and activity interaction feedback.
  • Evaluators found the app's core structure intuitive but noted confusion due to unclear labels, lack of feedback when starting activities, and ambiguous terminology like “Favorites” and “User Reviews.”
  • The reward screen (badges, streaks, leaderboard) was well received and validated the value of gamification for long-term engagement and motivation.
  • Key design updates include:
    • Reordering login fields to follow standard conventions (username before password)
    • Adding confirmation steps and descriptions before starting an activity
    • Improving terminology and adding microcopy or tooltips to clarify dashboard features
  • These refinements will ensure that the interaction flow is more predictable, the interface communicates clearly, and the app better supports intentional time use through guided, motivational features.

Full phase II report

Phase III: Prototypes and User Testing

Executive Summary

  • Six participants completed a structured usability test using our prototype. Each user performed five core tasks and shared real time thoughts using a think-aloud protocol.
  • The login experience was consistently rated as intuitive and aligned well with user expectations.
  • Participants understood the dashboard at a glance but expressed confusion with the "View All Data" button and desired clearer insight into what leisure time means.
  • On the activities page, Favorites and User Reviews were well received but often missed due to their low placement. Terminology like "Pomodoro" also required more explanation.
  • The rewards page (badges, streaks, leaderboard) was considered motivating, but navigation redundancies and a lack of clarity in how rewards are earned reduced effectiveness.
  • Participants found the overall concept strong and the UI polished but requested improvements in button labeling, navigation consistency, and interactivity cues.
  • This testing validated key parts of the design (gamification, progress tracking) and identified targeted areas for future refinement.

Full phase III report

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Contributors 3

  •  
  •  
  •