In my compass class, I was challenged to design an app for a specific user. This work allowed us to practice the application of design thinking principles, which will be useful in my own personal life design and wayfinding.
We conducted an interview with our client to better understand their needs. We diagramed our observations on an empathy map.
Using observations collected from the interview, we identified our client's needs and brainstormed a series of "how might we" questions to address that need.
How might we make tasks fun for Hope's mom to do?
Feedback from our client on our draft HMW statement allowed us to make revisions and develop this final problem definition.
A fishbone diagram allowed us to assess the causes of the problem and determine potential areas of impact for the app design.
A mindmap allowed us to brainstorm ways to design the user's need. From the mind map we developed three ideas for our app.
Idea 1
A task tracker that reminds you of tasks coming up and designates time for those tasks as well as gives you background noise.
Idea 2
A widget on your lock or home screen to remind you without opening the app.
Idea 3
A punishment/reward system to keep you motivated to finish tasks.
Further user feedback allowed for the combination of all ideas. The user provided feedback throughout the wireframe design process resulting in this final design.
"GET A QUOTE FROM THE USER HERE ABOUT HOW AN APP LIKE THIS WOULD IMPACT THEM."