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Taskit

Helping students become organized and stay motivated

​Introducing Taskit, a student-centric companion forged through empathetic interviews and crafted with leading-edge principles. Prototyped in Figma, Taskit is your essential tool for maintaining organization and motivation students academics and extracurricular life. Bid farewell to the challenges of student life — Taskit is set to redefine success.

The Design Process

The design process was broken down into four simple steps. 

1. Empathy Interview

2. Investigating the Market

3. Developing Workflow and Wire-framing 

4. Prototyping in Figma

Empathy Interview

To gain deeper insights into the user's perspective, I conducted an empathy interview, delving into the intricacies of their daily existence. Through thoughtful conversations, I not only understood the challenges of their life but also celebrated their successes. The empathy interview served as a compass, navigating their aspirations and identifying areas where they required additional support. From this conversation, all roads lead to one challenge — the struggle for students to maintain organizational balance between academic and extracurricular activities, while simultaneously, fostering the motivation needed to persevere in their endeavors. 

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Investigated the Market

​Prior to devising a solution, I conducted a thorough examination of existing market applications. I analyzed various features to find effective solutions for the challenge at hand, and those that aren't suitable. This comparative study provided insights into the strengths and weaknesses of current solutions, guiding potential improvements. Informed by interviews and market research, I outlined key elements to be included

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  • Different lists and a calendar: to address the lack of organization

  • Checked boxes and a celebration after completing a task: create satisfaction in completing work

  • Gamification: creates competition between users to stay motivated and keep improving

  • Connecting to student portal: streamlining the process by automatically connecting assignments to the app, without manual input

Work Flow and Wireframing

After pinpointing the desired features, I mapped the user journey using the classic method of sticky notes and a whiteboard. Here, I gained feedback on the workflow and made adjustments based on valuable input. With the finalized flow, I transitioned to designing wireframes on index cards. These evolved into functional prototypes, serving as tangible representations of the envisioned user experience. This iterative process allowed for refining and enhancing the design before moving forward with the next stages of development.

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Prototyping in Figma

After finalizing work flow and design on paper, I then prototyped it into Figma. 

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