UX/UI Redesign of Conceptualized Gamified Productivity App - Part 2

Overview:

This case study is a follow-up to the gamified productivity app case study. In the previous study, I explored the problem of overwhelm and procrastination when it comes to tackling projects. Through research, I identified the need for a solution that helps users manage tasks in a fun, engaging way. The answer was to gamify task management—where users set goals, break tasks into steps, earn points, and unlock rewards as they progress.

Problem:

From user testing results in the previous case study, I found that while the gamified productivity concept was successful as a solution, the initial design felt dull and unengaging, which risked losing user interest and limiting usability.

Goal:

The goal is to redesign the app considering all the issues raised from the previous user testing in regards to user pain points. I ran a heuristic evaluation and researched users’ mental models. My focus was on improving usability by adding dynamic elements, optimizing visuals for readability, and providing clearer content for better understanding.

This case study is a follow-up to the gamified productivity app case study. The part 1 of the case study is concentrated on the qualitative research part to find a novel solution. View Part 1 of the case study

Tools Used

Zoom for moderated user testing

Qualtrics for research

Adobe Illustrator

Figma

UX Tweaks for card sorting

UX Techniques

Pain Point Mapping

Card Sorting

Heuristic Evaluation

General overview

Project Type: Solo

Time taken: 6 weeks

The Design Process


The Design Process

The Design Process

Analysis from previously conducted User testing.

  1. Core solution approach to tackling the problem was perceived positively.

The majority of participants responded positively to the app’s approach of breaking down projects into smaller, manageable tasks. This feedback validated the core design strategy for tackling procrastination and overwhelm: users found that smaller steps made the overall project feel more achievable. The fact that this method resonated well with users, it builds a strong support for continuing to use task segmentation as a means to reduce procrastination and keep users engaged in their progress.

  1. Needs more dynamic experience.

One participant noted they would give the app a try but expressed uncertainty about long-term engagement, feeling that the experience might become too dull and eventually boring. This feedback highlighted the need for a more dynamic experience, with participants expressing interest in animations and additional gamified elements to keep the app engaging over time.

  1. Found the visual style to be unique.

Some participants appreciated the unique visual style, finding it well-suited to the gamified concept. However, others raised concerns about certain design choices, specifically the use of multiple colors, small text sizes, and the selected font family. These insights highlight both the appeal and areas for refinement in creating a balanced and accessible visual experience.

Problems identified in the previous design.

User Pain Points

Dull Experience | Lack of Dynamism | Color Scheme Complexity | Small Text Sizes | Font Choice | Insufficient Explanations

"I grouped a mix of previous user testing participants and new participants interested in gamification to conduct pain point mapping and card sorting exercises. I gathered valuable qualitative insights from a total of 15 participants, brodening my understanding of user needs & preferences."

Pain point mapping to discover user frustations.

I engaged a mix of previous user testing participants and new participants with an interest in gamification to conduct pain point mapping and card sorting exercises. It enabled me to gather valuable qualitative insights from a total of 15 participants, enriching my understanding of user needs and preferences.

I conducted pain point mapping to deeply analyze where users encountered friction or frustration in their interactions with the app. I focused on several key UX metrics, including time on task, and user satisfaction scores to analyze the pain points.

Through this analysis, I found that users struggled with unclear information, and static design, which led to low user satisfaction, and prolonged task times. Additionally, I discovered that content delivery needed improvement for clarity, as users often felt unclear about what was happening.

The goal was to use these insights to redesign the app with a more intuitive and user-friendly interface, introducing clear navigation, improved information architecture, and engaging visual elements to enhance the overall user experience.

Card Sorting to Refine Information Architecture

To better understand users’ mental models, I conducted a card-sorting exercise aimed at improving the app’s information architecture. A gamified productivity app isn’t a typical concept, so it was crucial to understand how users naturally organize and think about tasks and features.

Through the analysis, I identified patterns in user groupings, focusing on frequent pairings of features, such as Quest Statistics and Downloading achievements, and noting any outliers where users were uncertain about categorization. These insights helped me restructure the app to align with user expectations, improving navigation and findability.

Design iterations and decisions based on user testing analysis.


Onboarding Page


Level 1 page after the project quest creation


Quest (project) creation page


Level completion page followed by reflection input

Improvements made in the new design

Progress Transparency:

Introduced a step indicator in onboarding and a progress bar in Quest level pages to show users where they are, enhancing clarity.

Interactive Guide:

Introduced "Q" as a friendly guide to direct user focus and enrich interaction with its gestures and movements and text speech for an engaging UI/UX.

Nature-Inspired Colors:

Choosing a soft color palette inspired by nature was a strategic decision to evoke feelings of calmness and motivation.

Streamlined Explanations:

Refined content into short, clear messages, improving communication and ensuring explanations are easy to understand without overwhelming users.

Flexible Sign-Up Options:

Expanded sign-up methods to offer users more flexibility and cater to diverse preferences, enhancing overall accessibility and convenience.

Dynamic Elements and Gamification:

I introduced dynamic elements and gamification to combat user boredom and lack of engagement. This decision was based on the understanding that interactivity can significantly enhance user experience by making the app feel more alive and responsive.

Improved Readability:

Larger, readable fonts were chosen to enhance clarity and accessibility, ensuring all users can easily read, understand and quickly grasp the content.

This decision stemmed from user feedback indicating difficulty in reading smaller text, which hindered their overall experience.

Before and After comparisons

High-fidelity userflows


Onboarding

I streamlined the onboarding process for speed and ensured users could easily grasp the concept by organizing the information effectively.


Quest (Project) Creation

I simplified the quest creation by requiring users to input only 3 elements, allowing the AI to break down the project into tasks. For those wanting full control, there’s an option to create tasks manually.

Quest (Project) Creation

I simplified the quest creation by requiring users to input only 3 elements, allowing the AI to break down the project into tasks. For those wanting full control, there’s an option to create tasks manually.


Edit Quest and finalize

For more customization, users can edit, add, or delete missions as needed. For instance, one user removed the task “Medium account” because they already had an account and didn’t need this step.

Edit Quest and finalize

For more customization, users can edit, add, or delete missions as needed. For instance, one user removed the task “Medium account” because they already had an account and didn’t need this step.


Level completion and reflection.

After completing a level, users earn star points and briefly reflect on their experience. These reflections are documented and can be downloaded once all levels are finished, helping users track achievements, boost motivation, and provide a dopamine boost.

Level completion and reflection.

After completing a level, users earn star points and briefly reflect on their experience. These reflections are documented and can be downloaded once all levels are finished, helping users track achievements, boost motivation, and provide a dopamine boost.


Home page, Quest page & Profile page

Home Page: Insights from the card sorting exercise revealed users’ mental models, guiding me to position Statistics, Ongoing Quests, and a Call to Action Button to create a new quest on the home page.

Quest Page: The quest page directs users to pick up right where they left off in their project completion journey.

Profile Page: Users can view all their completed quests under Achievements, allowing them to review their progress, share, and download their journey.

Home page, Quest page & Profile page

Home Page: Insights from the card sorting exercise revealed users’ mental models, guiding me to position Statistics, Ongoing Quests, and a Call to Action Button to create a new quest on the home page.

Quest Page: The quest page directs users to pick up right where they left off in their project completion journey.

Profile Page: Users can view all their completed quests under Achievements, allowing them to review their progress, share, and download their journey.

Challenges encountered

1. Addressing the Engagement Deficit

Problem: The app’s dull, unresponsive design led to user disinterest, as it lacked engaging, interactive elements that invite exploration.

Approach: Introduced interactive components and dynamic visuals to enhance user engagement, making the experience feel lively and immersive to capture user attention through interactivity driving engagement.

2. Enhancing Accessibility and Visual Clarity

Problem: Complex color schemes, unsuitable fonts, and small text sizes made the app visually overwhelming and hindered readability, impacting overall usability and accessibility.

Approach: Simplified the color palette, adjusted text size to adhere to WCAG standards, and selected legible fonts to create a cleaner, more accessible interface. This improved visual clarity and usability, ensuring an inclusive experience that is easier to navigate and understand.

3. Closing the Guidance Gap

Problem: Users encountered uncertainty with the app’s functionalities due to limited explanations and unclear feature descriptions, impacting ease of use.

Approach: Integrated concise, context-sensitive guidance that explains key features in a straightforward, helpful manner.

Improvements made in the new design

Progress Transparency:

Introduced a step indicator in onboarding and a progress bar in Quest level pages to show users where they are, enhancing clarity.

Interactive Guide:

Introduced "Q" as a friendly guide to direct user focus and enrich interaction with its gestures and movements and text speech for an engaging UI/UX.

Nature-Inspired Colors:

Choosing a soft color palette inspired by nature was a strategic decision to evoke feelings of calmness and motivation.

Streamlined Explanations:

Refined content into short, clear messages, improving communication and ensuring explanations are easy to understand without overwhelming users.

Flexible Sign-Up Options:

Expanded sign-up methods to offer users more flexibility and cater to diverse preferences, enhancing overall accessibility and convenience.

Dynamic Elements and Gamification:

I introduced dynamic elements and gamification to combat user boredom and lack of engagement. This decision was based on the understanding that interactivity can significantly enhance user experience by making the app feel more alive and responsive.

Improved Readability:

Larger, readable fonts were chosen to enhance clarity and accessibility, ensuring all users can easily read, understand and quickly grasp the content.

This decision stemmed from user feedback indicating difficulty in reading smaller text, which hindered their overall experience.

Improvements made in the new design


Progress Transparency:

Introduced a step indicator in onboarding and a progress bar in Quest level pages to show users where they are, enhancing clarity.

Interactive Guide:

Introduced "Q" as a friendly guide to direct user focus and enrich interaction with its gestures and movements and text speech for an engaging UI/UX.

Nature-Inspired Colors:

Choosing a soft color palette inspired by nature was a strategic decision to evoke feelings of calmness and motivation.

Streamlined Explanations:

Refined content into short, clear messages, improving communication and ensuring explanations are easy to understand without overwhelming users.

Flexible Sign-Up Options:

Expanded sign-up methods to offer users more flexibility and cater to diverse preferences, enhancing overall accessibility and convenience.

Dynamic Elements and Gamification:

I introduced dynamic elements and gamification to combat user boredom and lack of engagement. This decision was based on the understanding that interactivity can significantly enhance user experience by making the app feel more alive and responsive.

Improved Readability:

Larger, readable fonts were chosen to enhance clarity and accessibility, ensuring all users can easily read, understand and quickly grasp the content.

This decision stemmed from user feedback indicating difficulty in reading smaller text, which hindered their overall experience.

"The biggest challenge was finding the right intersection where elements of gamification and productivity merged perfectly to create an engaging experience."

Reflection and upcoming steps

Lessons learned: I learned the importance of user feedback in shaping the design. Small usability improvements, such as increasing touch areas or simplifying instructions, significantly improved the overall user experience.”

Areas for further improvement: While the redesign improved the core user experience, there is still room to optimize the onboarding flow to better guide new users through the app’s unique features. There is still room for research in regards to the 'reward system' and iterate on it.

Upcoming steps: My upcoming steps would be to research what users want in regards to the 'reward system' and work on building more details and micro-interactions for improved user engagement. Another upcoming step is to conduct a second round of user testing and re-evaluate and re-iterate. I’ll focus on the following KPIs that provide insight into usability, engagement, and the overall effectiveness of design enhancements:

Task Completion Rate & Time on Task: To measure how easily users can complete actions with ease, and check for friction points to evalte and simplify further the user journey.

Feature Utilization: To observe which features are frequently used that will help me further understand user preferences and the appeal of specific elements, like the reward system. This can be used to guide me in future iterations.

User Satisfaction Score: Collecting qualitative feedback on overall satisfaction will provide insights into the emotional and functional impact of the app. Positive scores show alignment with user needs, while lower scores highlight areas to prioritize for improvement.

Copyright © 2024. Silu Manandhar

Copyright © 2024. Silu Manandhar

Copyright © 2024. Silu Manandhar