
Designing a gamified app to help users manage screen time and efforts This is another long text
In this case study, I’ll discuss the negative impact of using smartphones excessively in our lives and how we can address this issue with Focusly-A screen time management app.
Most respondents are full time employees, while others are students or job seekers. Most people don’t keep track of how much time they spend looking at screens, but those who do mostly reported
Project Overview
Project Background
Managing personal finances can be overwhelming, especially for users unfamiliar with budgeting, expense tracking, and banking in the U.S. Our goal was to create a user-friendly personal finance app tailored for U.S. users, simplifying financial tracking, improving financial literacy, and helping users achieve their financial goals.
Problem Statement
Many people struggle with financial management due to complex banking systems, lack of financial education, and difficulty in tracking expenses and savings. Current finance apps are often overly complex, requiring extensive manual input or failing to provide actionable insights.
Project Goals & Objectives
Develop an intuitive personal finance app tailored to U.S. banking and spending habits.
Enable users to track their income, expenses, and savings effortlessly.
Provide financial insights to help users make informed decisions.
Ensure accessibility and ease of use for users with varying levels of financial literacy.
My Role & Responsibilities
As the UX designer, I was responsible for:
Conducting user research and defining user personas
Creating user journey maps and identifying pain points
Designing wireframes, user flows, and prototypes
User Research
Research Goals
Understand how U.S. users track and manage their finances.
Identify common pain points in existing personal finance apps.
Determine user expectations for financial management tools.
Research Methods
Interviews: Conducted 10 in-depth interviews with users.
Competitive Analysis: Reviewed existing apps (Mint, YNAB, Personal Capital).
Target Audience
- U.S. residents aged 20-45.
- Individuals managing personal or household finances.
- Users with varying levels of financial literacy.
My Role & Responsibilities
As the UX designer, I was responsible for:
Conducting user research and defining user personas
Creating user journey maps and identifying pain points
Designing wireframes, user flows, and prototypes
Project Overview
Project Background
Managing personal finances can be overwhelming, especially for users unfamiliar with budgeting, expense tracking, and banking in the U.S. Our goal was to create a user-friendly personal finance app tailored for U.S. users, simplifying financial tracking, improving financial literacy, and helping users achieve their financial goals.
Problem Statement
Many people struggle with financial management due to complex banking systems, lack of financial education, and difficulty in tracking expenses and savings. Current finance apps are often overly complex, requiring extensive manual input or failing to provide actionable insights.
Project Goals & Objectives
Develop an intuitive personal finance app tailored to U.S. banking and spending habits.
Enable users to track their income, expenses, and savings effortlessly.
Provide financial insights to help users make informed decisions.
Ensure accessibility and ease of use for users with varying levels of financial literacy.
My Role & Responsibilities
As the UX designer, I was responsible for:
Conducting user research and defining user personas
Creating user journey maps and identifying pain points
Designing wireframes, user flows, and prototypes
Problem Discovery
Focusly incorporates a reward point and level-based gamification model inspired by games like PUBG.
Users receive reward points for various actions such as onboarding, completing setup, session completion, mood logging, and meeting screen time goals, which are then used to level up.
Users can engage in global or local competitions with friends to climb the leaderboard. The leaderboard resets weekly for fairness, but user levels persist to reflect ongoing progress.
Spending less time on distracting apps and completing more focus sessions enhances users’ chances of reaching the top positions on the leaderboard.
Problem Discovery
In today’s fast-paced world, students, job seekers, and employees are bombarded with distractions from all sorts of gadgets, especially smartphones. They often find themselves glued to their phones, always checking notifications, messages, and scrolling through short content for short term rewards.
This addiction leads to decreased productivity and attention span, as they easily get distracted and waste precious time. As a result, they feel guilty, exhausted, and anxious about the time they’ve lost, which can hold them back in their studies, job hunting, or at work. Help users manage their phone usage and improve their overall well-being and productivity.