Questhaven

Overview

​Work tends to pile up and fill our plates in our daily lives. It can often feel like we have an endlessly growing list of daily tasks. For teens and young adults acquiring more responsibilities, Questhaven seeks to make the process of "adulting" more fun.

Questhaven

Project summary

I designed a mobile fantasy-themed RPG (role-playing game) planner app that turns basic tasks into “quests” and encourages players to live healthier, and more balanced lives.

PROJECT DETAILS

TIMELINE
Fall 2020 - 2 weeks
ROLE
1 out of 2 Product/UX Designers
Project type
Undergraduate Project (Mobile App)
SKILLS
UX Design, UX Research, Visual Design, Product Strategy
Tools
Figma, Miro, Pen and Paper, Google Slides
View Prototype

Problem

Background

The COVID pandemic's social distancing requirements can leave us feeling unmotivated to accomplish daily tasks or struggling to balance work and personal wellness.

Balancing life responsibilities can be overwhelming or monotonous.

GOAL

Design a tool that helps teens and young adults engage with friends while completing everyday tasks in a fun, flexible and engaging way.

Solution

APPROACH

1. Integrate enjoyment and balance into people's lives while helping them accomplish their tasks.

2. Design an app that is intuitive, functional, and unique.

3. Provide incentives and a source of escapism from the monotony of quarantine.

4. Provide efficiency through a flexible task organization and time management system.

5. Offer a social environment to engage with friends & community through shared activities.

Key Features

User Research

User interviews

We approached writing interview questions in an open-ended manner to gain the most insight into each individual’s frustrations, goals, and desires. It was helpful to foster a natural conversation.

These were some questions that let us know more about COVID's impact on our users and their pain points:
  • Tell me about how your day is going.
  • How did your life change after COVID?
  • What has been the most challenging thing about COVID for you?
  • How did your productivity change after COVID?
  • Do you have a daily routine? What does your daily routine look like? How do you keep track of things?
These questions helped us learn more about what users preferred or found useful in their daily lives:
  1. What are your most used apps nowadays?
  2. Do you like video games?
  3. Do you use notes or planning apps?
  4. How is your motivation nowadays? What are some things you found enjoyable during COVID?
Defining user needs
From our analysis, I found that students and young adults...
  • Have heightened negative emotions overall (overwhelmed, stressed, bored, depressed/low mood, lonely, etc).
  • Prioritize work/school and tends to neglect well-being.
  • Prefer customizable and flexible productivity apps.
  • Lack motivation and effort towards relationships and school work.
  • Have a variety of lifestyles (planners, procrastinators, etc.) but all are fairly tech-savvy.
So we decided Questhaven must address these issues...
  1. First, Questhaven's design must be fun and delightful to elicit positive emotions.
  2. Second, Questhaven should allow flexible organization methods to promote work-life balance and different lifestyles.
  3. Third, the entering of tasks should be fast, intuitive, and efficient.
  4. Lastly, Questhaven should have incentives to help encourage users complete tasks.

Persona 2 - My teammate designed this one and based it off our more disorganized and procrastinating target audience.

Problem statement
Persona 1

Jessica, a college senior, feels burnt out from work and lacks social interaction. How might we help her establish a work-life balance in a fun and innovative way?

Persona 2

Jake, a high school senior, is failing to complete his daily tasks. How might we encourage him to organize his tasks and incentivize completing his work and chores?

Ideation

ASsumptions and considerations
  • Task management apps can be overwhelming to learn when there are too many features.
  • People normally like flexibility, options and freedom—how can we create a task management system that offers structure but isn't restrictive?
  • User personalities and lifestyles will impact how our users use the application (organized planners/go-getters, procrastinators, etc.)
Competitive Analysis

I led the market research and downloaded 10 Android and iOS productivity apps. I took note of their onboarding process, features, and organization system. I noted what was done well, and what they lacked.

The screenshot is a list of the apps I tried and does not include Apple's Reminder app, and Finch - the Self Care App.

FEATURE Prioritization

My teammate and I decided on what features to work on based on their pros and cons. We focused on customization, an easy logging process, and a flexible organization system with "Chests" or additional lists.

Design

Sketching & Low-fi Wireframes

Next, I drew some rough sketches of some screens—primarily the onboarding and task logging process. After, I created some low-fi wireframes on Figma to design the main screens where tasks will go.

prototype #1

In our first prototype, I started to establish a visual identity that was retro and fun with the pixel art typeface and avatars. We ran into some problems with the user flow and adding features without cluttering the interface.

Hi-fi wireframes & Prototype #2

After testing our Prototype #1, we learned there were many improvements to be made. You can try our prototype #2 at Final Design.

I changed the circular layout button into something more aligned and less cluttered. I also added text underneath each button to help the users understand what they mean and to help with accessibility. There are three ways to add tasks for efficiency.

I also developed the design for the task logging system with new tabs and an upcoming view — and the organization of how users access their other lists.

User Testing

Qualitative study with users
After the second prototype, it was time for another user test. I prepared a few interview questions for four participants...
  • "What do you like about the app overall?"
  • "What do you think can be improved? What would you like to see changed?"
  • "What do you like/dislike about the task logging process?"
Then, I asked them to complete a few tasks such as onboarding, logging a to-do, and navigating other lists.
  • I encouraged them to say whatever came to mind as they did these, and took some notes on my observations.

After this user test with the participants, I gathered my notes and organized them based on their thoughts on the onboarding process and task-logging process.

Impact

Results and Findings
Here are a summary of some of my findings:
  • When creating a themed app, one cannot assume that people will automatically know what different icons symbolize.
  • While people are open to, and even excited for, new fun ways of planning, the information architecture is the main selling point of a productivity app.
  • Users' personality affects if they find Questhaven useful —  a user may not need an app as much since they are inherently organized vs. a user who needs more structure.
  • More ways to access one page do not necessarily make the flow more efficient.
  • Users wanted more incentives to feel motivated to use Questhaven and were curious about how gaining points works after completing tasks.
These were some usability issues I found: 
  • 2 out of 4 users were confused with how some icons relate to what they represented — like "alarm, date & time."
  • All users found naming conventions confusing — like the "Chest" being the place for their other lists, or the "Inbox" meaning "all tasks."
  • 2 users wanted to switch orders or manually sort their tasks in the lists and there was no way to do that.
  • 1 user asked how to customize the home screen with different lists instead of the preset ones. There was no edit button for that functionality yet.

User Feedback

Thoughts and feelings
All participants felt:
  • Customization of avatar and flexibility of lists made Questhaven enjoyable.
  • Onboarding and entering tasks was clear and easy.
  • More traditional naming conventions and icons would prevent confusion.
  • Fantasy role-playing pixel art design was fun and unique.

Reflection

Challenges

The time constraint of two weeks was challenging to get user interviews and do a thorough usability test while applying our findings in a full hi-fidelity prototype.

Organizing the information architecture was more difficult than expected. I realized that maybe I should have focused more on the user flow and built the screens from user tasks rather than the other way around.

What went well

All users found the design unique and fun. I think the brand identity could be more consistent, but the overall direction I led us in seemed to work in making users more motivated to use Questhaven.

Our onboarding process as well as the user task of adding a quest to their list was intuitive and clear. We focused a lot on the flow of the onboarding process and it paid off. Our user test gave a lot of insights and new ideas to improve upon our prototype.

Next steps

In the future, I would like to focus more on the user tasks and user flow to make the process more streamlined and straightforward.

It would be great to have an initial tutorial as the user onboards.

Focusing on the core features of adding/completing tasks, reminders, and different lists would help in making the Questhaven more intuitive and less confusing.

Final Design

"Final" but still a work in progress

While we ended the class with this hi-fidelity prototype embedded below, we definitely left with more ideas to make the next prototype even better.

Feel free to try out the onboarding process, entering a task or quest, and viewing the different views for your tasks.