Swifty is a time management app provided for younger procrastinators. Unlike traditional time management methods, like creating inaccessible To-Do Lists, Swifty generates a more direct solution with easy operation and customized services. I wanted to take creativity, productivity, and work efficiency into consideration and provide remedial measurements. AI-captured patterns from users would be utilized for product enhancement or commercial use.
How does Swifty differentiate from other time management methods, to make it the best fit for procrastinators?
What does Swifty look like when it changes from design mockups to front-end prototypes?
According to psychological studies and academic research, people who spontaneously generate internal motivation demonstrate Self-Discipline or Self-Control and likely would have more vital self-awareness. When it comes to the time management practice, those people would have a stronger desire to dominate their time or have higher task completeness than others.
There are several factors that would affect a human's incentives to keep a schedule, list upcoming events, and so on, such as the time left before deadline, health conditions, concentration level, and task sequencing. Targeted research, including an expert review and a survey, defined problems and examined which user needs and wants are important and how to solve them.
A UChicago report indicated that the activation of a clear goal, and an accompanying increase in motivation, can influence many aspects of users' behavior and judgment, which can be converted into awareness-triggered impetus in the case of time management. Based on this report, I used three perception aspects - THINK, FEEL and DO - as my key for ideation.
What if your feelings and focus patterns could be understood?
What if you could have a more effective and meaningful lifestyle?
Users can set up a solid routine for daily behaviors with a default matrix. Users can click the arrow icons to increase or decrease the digit, and click on “Plus” to add a new routine to the schedule. Users can see their plans, drag and drop time blocks to a preferred timeline when completing this step.
All schedules are project-based to meet the audience’s demands. As a result, it is essential to require users only to set basic regulations. The time block is generated according to the two key factors: Due Date and Priority, to help strategize the schedule. The left time calculator before due and the contingency are included by default.
Users can click the Bell icon to set or cancel the start reminder. If users cannot complete the project in the given time, they can pause the process. If the due time is less than 5 hours, users cannot pause it. Overall, the time counter follows a compulsive mechanism to supervise users to finish their work before the deadline.
Users can switch dates via header navigation or click on the Calendar icon for indexing. The default timeline starts at 8 a.m, but users can scroll up to check on a break time. Meanwhile, various statuses for project blocks are indicated: Not yet started, Paused, and Finished.
Under the footer condition panel, users can see a data-supported tracking block and a progress block to set anxiety levels and external impact hourly. Those blocks showcase condition changes and daily tips after inputs. If users toggle to a previous date, the blocks would only show daily tips, and no information would be offered for a future date.
The Summary page has two measuring dimensions: the quantity of work regulated from week to month and the project details. Both measurements are stated with a list of recent projects as shortcuts. More details expand so users can toggle between them as they click to enter the micro view.
Except for the Add Project feature, users can easily toggle between pages. The Setting page includes the requirement tracking point, customized contingency presets, and iOS connectivity for back-end developers to train AI.
Those cards contain different information types and are divided by project conditions. One significant difference between cards is the number of sections the project is separated in to provide intuition that helps users tackle tasks through hierarchical information.
Actualizing from design demos to an actual product requires a few more steps, from front-end visualization to testing before final launch. I digged into the front-end coding, trying to take a glance at the primary mockup language. I used Next.js to construct most of my design with Visual Studio Code and used CSS to place each element just like I did in the design process.