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Routine

Productivity guided by the Pomodoro method and configured according to the user's needs, allowing them to organize in their own way and in an optimized and fun manner through gamification. The app is designed to assist the routines of people who struggle with procrastination and organization in their daily lives.

The representative image of the Double Diamond methodology

Methodology

The Double Diamond is a design approach that organizes the creative process into four phases: Discover, Define, Develop, and Deliver. This methodology helps ensure that the problem is well understood and that the solution is effective.

Discover

Understanding
the Problem

The pursuit of high productivity has been understood as a latent pain due to the great social pressure that says people must be productive, and need to produce more and better.

With the advent of social media and influencers who sell unrealistic lifestyles, people end up feeling frustrated for not achieving the desired productivity.

All this pressure can lead to the dreaded procrastination, or even psychological disorders such as anxiety, depression, ADHD, among others, which drastically affect productivity and the perception of what is produced.

Pomodoro

The Pomodoro Technique is a time management method that breaks work into short, focused intervals, typically 25 minutes long, called "pomodoros," followed by brief breaks. After completing four pomodoros, a longer break is taken. This approach helps improve concentration and productivity, as well as reduce procrastination.

tomato

CSD Matrix

The CSD matrix is a tool used for analyzing and defining problems and solutions. It consists of three categories to be defined: Certainties, Suppositions, and Doubts. This matrix helps organize thinking and direct actions to solve problems more effectively. Based on the matrix.

Certainties

certainties

Suppositions

assumptions

Doubts

doubts

Quantitative
& Qualitative Research

Here is the translation: "There were 64 responses collected from both open-ended and closed questions, which generated quantitative and qualitative data. With this, it was possible to understand the users' pain points regarding productivity and what they are looking for in new solutions of this type.

The biggest challenges related to productivity reported by the respondents are listed in the image beside.

Users frequently mention organization, time management, and lack of focus. Additionally, there is a significant self-blame among users, which makes sense considering that social pressure around productivity leads to frustration."

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Target Audience

It was understood that the people who feel the pain of productivity more acutely and who seek solutions are men and women, both cisgender and transgender, as well as non-binary individuals aged 18 to 35 who study and/or work.

The economic classes targeted by this solution are B and C, meaning people who seek an improved quality of life through study and/or work and who have at least the current minimum wage income, as well as a mobile phone and internet access.

Define

Personas are fictional profiles based on real data that represent different types of users. They help understand users' needs, behaviors, and goals, guiding the development and design of more effective and targeted solutions.

From the survey, it was possible to discern differences among profiles aged 18 to 35, leading to the creation of three personas:

People

Gamification

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Empathy Map

Dentre as personas definidas, foi decidido fazer o mapa de empatia da Carla para entender melhor como é o dia a dia dela, suas dores, sentimentos, necessidades, e etc.

What does he/she see?

environment, friends and what the market offers

What do you see?

What does he/she think and feel?

what really counts, main concerns and ambitions

What do you think and feel?

What does he/she listen to?

what his/her friends, boss and people he/she follows say

What do you hear?

What does he/she say and do?

public attitude and behavior

What does he say and do?

Pains and frustrations

what he/she fights against

Pains and frustrations

Needs and goals

what he/she wants and dreams

Needs and goals
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Design System

Material Design DS is a set of guidelines, components, and tools developed by Google to create consistent, intuitive, and responsive user interfaces. It uses design principles based on paper and ink, combining classic design elements with technological innovations to offer a harmonious user experience across different devices and platforms.

Benchmark is a process of comparing the performance, practices, or quality of products, services, or processes against recognized standards or industry leaders. Used to identify areas for improvement, benchmarking involves the collection and analysis of data to set goals and implement effective strategies. This method helps organizations achieve higher levels of efficiency and competitiveness.

Analyzed apps

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Benchmark

Explore

Login
Pomodoro
Self-assessment screen
Achievements
History

Wireframes

A low-fidelity prototype is an initial and simple representation of a product to quickly test concepts. For this purpose, wireframes are used, focusing on the structure and organization of elements.

LOGO

THE

Target Audience

ICON

Create

Final Prototype

The high-fidelity prototype is the most accurate and detailed representation of how the interface will perform once the app is released. It simulates the final appearance and interactions, including visual elements, behaviors, and transitions, providing a realistic view of the user experience. This prototype is used to test and validate usability, ensure that all aspects of the interface align with the final design, and offer a concrete vision of the product before the final implementation.

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