The objective of Element D was to break down possible design ideas for a product prototype and determine the most optimal and realistic one/s. This was concluded through several steps. First, countless design ideas were produced by team members using thumbnails to form a general idea of possible options. This was further developed by the team as individuals chose their three best thumbnail designs to further develop and detail. Through a matrix comparison, the top three designs were determined to be developed into the first Profectly prototype.
Through analysis of the user stories, which were determined during Element C, the Profectly team was able to successfully create various, simple designs that achieved various criteria. These thumbnail designs would be used later on to create further detailed individual designs.
Three different designs for sections to be added to Profectly app.
As listed; A shop to spend WP (Work Points) to buy rewards for working for "x" amount of time, a visual for projects the user is working toward, and a flexible time schedule that can plan weeks ahead and change daily schedule.
User questionnaire that uses user advice to improve the app in ways that work with the user to better plan their work and overall improve user experience.
For the first prototype, the team needed to create a balance of features and what the team can create within the time period so the team carefully chose the most important design ideas for overcoming procrastination. The chosen designs sprung from three designs that each member formed from their thumbnails.
Rewards and positive reinforcement are an important part of motivation for those who have trouble dealing with procrastination so a shop where earned currency can be exchanged for fun/unique rewards is important.
Many students and workers can easily feel overwhelmed when the workload becomes too much to handle in a small amount of time, so the team knows it's important to level out the work to make sure users do not get overwhelmed.
After creating thumbnails and various individual designs, three core designs were decided on. However, unlike other teams, for the first prototype, the plan is to include all three designs. Though the original design may not have its own page, hopefully, they are planned to be implemented together even if they just act on basic functions. The three determined designs to combat procrastination is a menu for challenges and goals that the user can create for themselves, a reward system to positively reinforce completion of said goals and challenges, and a scheduling/calendar system to set up due dates for goals or challenges. Even though more designs may be implemented in future prototypes to decrease procrastination, the current designs were chosen due to their combined ability to have a larger impact on the problem at hand that Profectly is focusing.
Prototype #3 Design specifically focuses on how a calendar/schedule To-Do List could be formatted to maximize visual space on the UI and simplicity for the user. Specifically targets the idea of the user being able to see tasks or challenges that are to be done over the next 7 days at any given time.
For prototype #2, this design was originally created to start the basis for which a social/friends menu could be made and incorporated into the app. Although the design changed in the final stages of prototype two, a lot of the ideas are still present with groups and competition through leader boards and such.
As a prototype focused on innovating off of prototype #1, prototype #2 took the designs from the first and innovated and added more features. Such can be seen with designs including the social and milestones menu which were originally not used for prototype #1, but were but became useful after a framework was established with the original rewards, goals and calendar menus.
The user stories and design comparisons were both used to determine the most important designs and user stories that would directly guide and contribute to Profectly's first prototype. These methods will be used in the future to for both prototypes #2 and #3 to determine potential additions to the product prototypes or be used to guide testing such as that with the user stories.