Task Cat

02

Task Cat

02

Task Cat

02

Task Cat

02

role

User Experience Designer, User Interface Designer, Interaction Designer, Visual Designer

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop

years

2023

role

User Experience Designer, User Interface Designer, Interaction Designer, Visual Designer

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop

years

2023

role

User Experience Designer, User Interface Designer, Interaction Designer, Visual Designer

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop

years

2023

overview

Mental health concerns in students and teens are on the rise, leading to feelings of isolation, hopelessness, and distress. Establishing healthy habits and behaviors from a young age is crucial, but the current hurdles to habit tracking and maintenance can be discouraging. Existing habit tracking apps often lack the flexibility to cater to diverse habits, and there is a need for a casual, playful, and supportive tool to foster connectedness and care among young adults and teens.

overview

Mental health concerns in students and teens are on the rise, leading to feelings of isolation, hopelessness, and distress. Establishing healthy habits and behaviors from a young age is crucial, but the current hurdles to habit tracking and maintenance can be discouraging. Existing habit tracking apps often lack the flexibility to cater to diverse habits, and there is a need for a casual, playful, and supportive tool to foster connectedness and care among young adults and teens.

overview

Mental health concerns in students and teens are on the rise, leading to feelings of isolation, hopelessness, and distress. Establishing healthy habits and behaviors from a young age is crucial, but the current hurdles to habit tracking and maintenance can be discouraging. Existing habit tracking apps often lack the flexibility to cater to diverse habits, and there is a need for a casual, playful, and supportive tool to foster connectedness and care among young adults and teens.

problem

Forming healthy habits for young adults and teenagers can be challenging and inaccessible due to a lack of engaging and tailored tools that cater to their unique needs, resulting in limited motivation, unclear guidance, and difficulties in sustaining consistent behavior change.

problem

Forming healthy habits for young adults and teenagers can be challenging and inaccessible due to a lack of engaging and tailored tools that cater to their unique needs, resulting in limited motivation, unclear guidance, and difficulties in sustaining consistent behavior change.

problem

Forming healthy habits for young adults and teenagers can be challenging and inaccessible due to a lack of engaging and tailored tools that cater to their unique needs, resulting in limited motivation, unclear guidance, and difficulties in sustaining consistent behavior change.

goal

Task Cat aims to create a mobile app that uses gamified elements to offer a fun and casual way of building healthy habits for young adults and teens. My goal for Task Cat is to provide a supportive environment to encourage young adults and teenagers to establish healthy behaviors from an early age, which will carry over into adulthood.

goal

Task Cat aims to create a mobile app that uses gamified elements to offer a fun and casual way of building healthy habits for young adults and teens. My goal for Task Cat is to provide a supportive environment to encourage young adults and teenagers to establish healthy behaviors from an early age, which will carry over into adulthood.

goal

Task Cat aims to create a mobile app that uses gamified elements to offer a fun and casual way of building healthy habits for young adults and teens. My goal for Task Cat is to provide a supportive environment to encourage young adults and teenagers to establish healthy behaviors from an early age, which will carry over into adulthood.

role

User Experience Designer, User Interface Designer, Interaction Designer, Visual Designer

tools

Figma, Sketch, Adobe Illustrator, Adobe Photoshop

years

2023

overview

Mental health concerns in students and teens are on the rise, leading to feelings of isolation, hopelessness, and distress. Establishing healthy habits and behaviors from a young age is crucial, but the current hurdles to habit tracking and maintenance can be discouraging. Existing habit tracking apps often lack the flexibility to cater to diverse habits, and there is a need for a casual, playful, and supportive tool to foster connectedness and care among young adults and teens.

problem

Forming healthy habits for young adults and teenagers can be challenging and inaccessible due to a lack of engaging and tailored tools that cater to their unique needs, resulting in limited motivation, unclear guidance, and difficulties in sustaining consistent behavior change.

goal

Task Cat aims to create a mobile app that uses gamified elements to offer a fun and casual way of building healthy habits for young adults and teens. My goal for Task Cat is to provide a supportive environment to encourage young adults and teenagers to establish healthy behaviors from an early age, which will carry over into adulthood.

user-centered research

I started with secondary research, which educated me about the youth mental health crisis and the importance of developing positive habits during early life.


Subsequently, I conducted user interviews with young adults and teenagers interested in or already using habit tracking apps. What became evident from this study is that young users are enthusiastic about cultivating healthy habits if the process is engaging and relaxed. However, existing habit tracking apps lack the adaptability and playfulness required to address their preferences. To gain a deeper understanding of user issues and requirements, I crafted user personas that aided in shaping my design objectives.

user personas based on user interviews

defining problem statements and solutions

By crafting user personas, the problem statements became more refined. The challenges I aimed to tackle included:

How can we transform habit tracking into a less stressful and more user-friendly experience?

How might we effectively guide users in identifying and adopting positive habits?

How can we transform habit tracking into a less stressful and more user-friendly experience?

How might we effectively guide users in identifying and adopting positive habits?

How can we transform habit tracking into a less stressful and more user-friendly experience?

How might we effectively guide users in identifying and adopting positive habits?

How can we transform habit tracking into a less stressful and more user-friendly experience?


How might we effectively guide users in identifying and adopting positive habits?

Having established the problem statement, my focus shifted to devising solutions that effectively address user challenges. Employing techniques like storyboarding, competitive analysis, and further user interviews, I defined the key areas that Task Cat would address, including:

Creating Utility

Ensuring the app offers enough utility and value to keep users engaged in the long term

Diverse Habit Tracking

Catering to various habits and ensuring the app is flexible enough to accommodate users' unique needs

Creating Utility

Ensuring the app offers enough utility and value to keep users engaged in the long term

Diverse Habit Tracking

Catering to various habits and ensuring the app is flexible enough to accommodate users' unique needs

Creating Utility

Ensuring the app offers enough utility and value to keep users engaged in the long term

Diverse Habit Tracking

Catering to various habits and ensuring the app is flexible enough to accommodate users' unique needs

Creating Utility

Ensuring the app offers enough utility and value to keep users engaged in the long term

Diverse Habit Tracking

Catering to various habits and ensuring the app is flexible enough to accommodate users' unique needs

User Engagement

Motivating young users to build and maintain habits in a playful and enjoyable manner

Onboarding Experience

Providing a structured framework for new users to start building habits without feeling overwhelmed

User Engagement

Motivating young users to build and maintain habits in a playful and enjoyable manner

Onboarding Experience

Providing a structured framework for new users to start building habits without feeling overwhelmed

User Engagement

Motivating young users to build and maintain habits in a playful and enjoyable manner

Onboarding Experience

Providing a structured framework for new users to start building habits without feeling overwhelmed

User Engagement

Motivating young users to build and maintain habits in a playful and enjoyable manner

Onboarding Experience

Providing a structured framework for new users to start building habits without feeling overwhelmed

creating structure

Architecture and interaction design played a pivotal role in establishing the cornerstone for a seamless and user-friendly experience. The user flow serves as a visual representation of user navigation across the application, ensuring a cohesive and optimized journey along every pathway. I created individual task flow for 1. the onboarding process, 2. how to create a mission and 3. completing and tracking habits in order to simplify the complexity of the features. This strategic approach not only simplifies the user experience but also offers a holistic perspective on their alignment within the app's overarching structure.

information architecture // user flow

visualizing user-centered experience

Through a process of rapid ideation on paper, I systematically explored design patterns commonly employed by analogous applications. This exercise facilitated a comprehensive understanding of the essential features that I wanted in the interfaces, ensuring a sense of user familiarity and ease of navigation. Additionally, I conducted research on gamified apps, identifying their strategies in transforming missions, rewards, and achievements into visually engaging layouts. This research served as a foundation for crafting a dynamic and captivating user experience.

paper wireframes // lo-fi prototype

establishing visual design

Navigating habit tracking can often lead to unnecessary stress. Task Cat is committed to revolutionizing this experience by infusing a playful and approachable essence into every interaction. Our brand identity mirrors this mission through a vibrant and dynamic color palette that exudes energy and positivity. The use of a whimsical logo and type face plus playful graphic elements inject a sense of fun and excitement into your habit-building journey.

branding // UI kit

features informed by research

During our usability testing, many of our users found Task Cat playful and enjoyable but expressed that creating habits felt rigid. The lack of utility and structure in the onboarding experience made starting difficult and intimidating. Many users expressed a desire to have a friends list and social interactions between users. However, due to time constraints, I was unable to build out a social interactive feature. Drawing insights from the usability feedback, I then made the following changes to address my design goals.

diverse habit trackiing

Initially the app had habit tracking in the form of checklists; however users found this too rigid, and expressed flexibility in ways to track.


Now users can state their own goal and goal duration. The app also serves as an accountability partner with the reminders feature.

diverse habit trackiing

Initially the app had habit tracking in the form of checklists; however users found this too rigid, and expressed flexibility in ways to track.


Now users can state their own goal and goal duration. The app also serves as an accountability partner with the reminders feature.

diverse habit trackiing

Initially the app had habit tracking in the form of checklists; however users found this too rigid, and expressed flexibility in ways to track.


Now users can state their own goal and goal duration. The app also serves as an accountability partner with the reminders feature.

diverse habit trackiing

Initially the app had habit tracking in the form of checklists; however users found this too rigid, and expressed flexibility in ways to track.


Now users can state their own goal and goal duration. The app also serves as an accountability partner with the reminders feature.

creating flexibility

Effortlessly arrange your task lists by simply dragging habits into your preferred order.


Revise, monitor, and modify habit details using user-friendly cards.

creating flexibility

Effortlessly arrange your task lists by simply dragging habits into your preferred order.


Revise, monitor, and modify habit details using user-friendly cards.

creating flexibility

Effortlessly arrange your task lists by simply dragging habits into your preferred order.


Revise, monitor, and modify habit details using user-friendly cards.

creating flexibility

Effortlessly arrange your task lists by simply dragging habits into your preferred order.


Revise, monitor, and modify habit details using user-friendly cards.

onboarding experience

During the onboarding process, my goal was to make account creation easy and playful. However, some users found it too open-ended, feeling overwhelmed when they reached an empty home page.


To address this, I added a feature that offers pre-written habits, helping users take easy first steps without feeling constrained, and ensuring a smoother and less intimidating start.

onboarding experience

During the onboarding process, my goal was to make account creation easy and playful. However, some users found it too open-ended, feeling overwhelmed when they reached an empty home page.


To address this, I added a feature that offers pre-written habits, helping users take easy first steps without feeling constrained, and ensuring a smoother and less intimidating start.

onboarding experience

During the onboarding process, my goal was to make account creation easy and playful. However, some users found it too open-ended, feeling overwhelmed when they reached an empty home page.


To address this, I added a feature that offers pre-written habits, helping users take easy first steps without feeling constrained, and ensuring a smoother and less intimidating start.

onboarding experience

During the onboarding process, my goal was to make account creation easy and playful. However, some users found it too open-ended, feeling overwhelmed when they reached an empty home page.


To address this, I added a feature that offers pre-written habits, helping users take easy first steps without feeling constrained, and ensuring a smoother and less intimidating start.

user engagement

Through gamifying habit-building as "quests" and engaging UX writing, the app offers an exciting approach to seemingly mundane tasks.


Allowing users to name and select their own "Task Cat" fosters accountability and companionship throughout their journey to establish healthy habits.

user engagement

Through gamifying habit-building as "quests" and engaging UX writing, the app offers an exciting approach to seemingly mundane tasks.


Allowing users to name and select their own "Task Cat" fosters accountability and companionship throughout their journey to establish healthy habits.

user engagement

Through gamifying habit-building as "quests" and engaging UX writing, the app offers an exciting approach to seemingly mundane tasks.


Allowing users to name and select their own "Task Cat" fosters accountability and companionship throughout their journey to establish healthy habits.

user engagement

Through gamifying habit-building as "quests" and engaging UX writing, the app offers an exciting approach to seemingly mundane tasks.


Allowing users to name and select their own "Task Cat" fosters accountability and companionship throughout their journey to establish healthy habits.

long term utility

Users are motivated to stay committed to habit-building with their trusty "task cat" as they earn in-game currency through completing tasks, allowing them to purchase furniture and customize their virtual spaces.


Over time, users can witness their progress and growth in the profile section, providing inspiration and encouragement as they observe their habit-tracking history.

long term utility

Users are motivated to stay committed to habit-building with their trusty "task cat" as they earn in-game currency through completing tasks, allowing them to purchase furniture and customize their virtual spaces.


Over time, users can witness their progress and growth in the profile section, providing inspiration and encouragement as they observe their habit-tracking history.

long term utility

Users are motivated to stay committed to habit-building with their trusty "task cat" as they earn in-game currency through completing tasks, allowing them to purchase furniture and customize their virtual spaces.


Over time, users can witness their progress and growth in the profile section, providing inspiration and encouragement as they observe their habit-tracking history.

long term utility

Users are motivated to stay committed to habit-building with their trusty "task cat" as they earn in-game currency through completing tasks, allowing them to purchase furniture and customize their virtual spaces.


Over time, users can witness their progress and growth in the profile section, providing inspiration and encouragement as they observe their habit-tracking history.

high fidelity prototype

Go here to check out my prototype :)

the next chapter

For this project, next steps would be to track KPI's such as user retention, daily usage and error logs as ways to measure the apps success. I would also want to continue addressing the flexibility in habit track; making it more accommodating to diverse habits and preferences (maybe including a priority system, ways to "snooze" certain tasks, and/or journaling functionality).


Definitely if there is more time in the project scope, I would prioritize building a social function that includes a friend tree and ways to interact with other "Task Cats".

takeaways

For me, designing with the goal of producing something beneficial for the world is important. I found that having multiple constraints can lead to more exciting and innovative design solutions — such as gamified and playful designs. From this project, I learned the potential of gamified elements in creating a friendly way of fostering positive habits and well-being.

the next chapter

For this project, next steps would be to track KPI's such as user retention, daily usage and error logs as ways to measure the apps success. I would also want to continue addressing the flexibility in habit track; making it more accommodating to diverse habits and preferences (maybe including a priority system, ways to "snooze" certain tasks, and/or journaling functionality).


Definitely if there is more time in the project scope, I would prioritize building a social function that includes a friend tree and ways to interact with other "Task Cats".

takeaways

For me, designing with the goal of producing something beneficial for the world is important. I found that having multiple constraints can lead to more exciting and innovative design solutions — such as gamified and playful designs. From this project, I learned the potential of gamified elements in creating a friendly way of fostering positive habits and well-being.

the next chapter

For this project, next steps would be to track KPI's such as user retention, daily usage and error logs as ways to measure the apps success. I would also want to continue addressing the flexibility in habit track; making it more accommodating to diverse habits and preferences (maybe including a priority system, ways to "snooze" certain tasks, and/or journaling functionality).


Definitely if there is more time in the project scope, I would prioritize building a social function that includes a friend tree and ways to interact with other "Task Cats".

takeaways

For me, designing with the goal of producing something beneficial for the world is important. I found that having multiple constraints can lead to more exciting and innovative design solutions — such as gamified and playful designs. From this project, I learned the potential of gamified elements in creating a friendly way of fostering positive habits and well-being.

the next chapter

For this project, next steps would be to track KPI's such as user retention, daily usage and error logs as ways to measure the apps success. I would also want to continue addressing the flexibility in habit track; making it more accommodating to diverse habits and preferences (maybe including a priority system, ways to "snooze" certain tasks, and/or journaling functionality).


Definitely if there is more time in the project scope, I would prioritize building a social function that includes a friend tree and ways to interact with other "Task Cats".

takeaways

For me, designing with the goal of producing something beneficial for the world is important. I found that having multiple constraints can lead to more exciting and innovative design solutions — such as gamified and playful designs. From this project, I learned the potential of gamified elements in creating a friendly way of fostering positive habits and well-being.