Productivity App – Reminder X (Portfolio Piece)
For: Kent State University | Role: Student | February 2019
My first end to end UX design project was to focused on a productivity app for to-dos and reminders. The project included user interviews, workflows, wireframes, and an interactive prototype.
In this hypothetical scenario, the founders of ReminderX, a new startup app had decided they want to take their basic to-do list and reminder app to the next level, but were not sure what product features or audience to focus on. Not an uncommon problem for eager young entrepreneurs.
The founders requested assistance from a UX professional who would help conduct user research to uncover critical features in tandem while defining a representative user persona. That work would help the product better define its market position.
Once features were identified and prioritized, workflows and wireframes were developed. These guided the final design direction so that the added features were presented with proper interaction design in mind.
The first step to user research was ensuring participants understood the process and their rights. To confer that information, a consent NDA was provided for physical signature or read aloud prior to the interview to gain a verbal approval.
A protocol and script sheet was developed to help the interviewer stay on track and capture key notes for follow-up in real-time.
Interviews were conducted with four participants. Each interview was recorded with consent and transcribed for analysis.
Interview data identified a number of considerations for design:
- Consider the holistic productivity ecosystem
- Color code lists and items
- Sync data across devices
- Integrate with voice assistants
- Trigger reminders with location
- Setup recurring reminders
- Collaborate with others
Using the interview results, workflows were created (black) and revised (blue) to account for the specific screens required to satisfy user needs.
Workflows included 1) App Registration, 2) List Creation, 3) To-do/Reminder Creation, and 4) Initial onboarding.
Once workflows were finalized, wireframes for all screens across all flows were drafted by hand. These designs were bundled to show the flow from screen to screen. This low-fi design method made it easy to take back to research participants for review and modification.
The only creative design element that was included on the wireframes were the consistent “back”, “accept”, and “new” rounded buttons in the top-left and bottom-right corners. These were intended to give the app a bit more identity, but also conflict with core OS functionality that others apps follow, contradicting Jacob’s Law.
The hand-drawn wireframes were digitized using Adobe XD (my first project in the application). Key features were notated and referenced for developer understanding. The designs were done absent of color, allowing the company to brand it according to their own palette.
Wireframe flows include 1) Registration, 2) Home Screens, 3) New Reminder, 4) New List, and 5) Onboarding
You can view the final interactive prototype for yourself. Looking back at this as my first design, I’m pleased with how much I learned in my first course.
This work was prior to taking full courses on research, interaction design, and usability. Refreshing this design with those skills would produce an even more polished app design.
- Allowing users the opportunity to review information before committing the data is a critical aspect of usability
- Immediate feedback for selections like color are key to help the user understand what the choice will look like and if they want to commit it
- Novice users just expect to be able to enter an item without details, while expert users expect to be able to access advanced features, which requires balancing the application to work for both
- Adobe Xd is similar to other CS apps, as expected, but did have some idiosyncrasies that made watching a tutorial worthwhile