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My Role

Schedulr is a mobile-based application designed to help students manage their time more effectively. Our app integrates cloud-based scheduling and time management features, enabling students to prioritize commitments, track important deadlines, and schedule personalized work sessions to optimize their workflow.

This case study was completed over the course of four months, and formed part of my coursework at the University of Toronto's Faculty of Information. Utilizing a design thinking approach, myself and three other team members were able to develop a marketable, user-centred mobile solution.

Client

Schedulr - goal
management app
for students

UX / UI Design

User Research

Usability Testing

Prototyping & Wireframing

Data Analysis

University of Toronto

CASE STUDY

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1) Empathize

We conducted primary and secondary research, utilizing a mix of quantitative and qualitative methods to understand our users.

2) Define + Ideate

We defined our persona, identified their needs, and drafted key ideas to move forward with.

3) Prototype + Test

We developed low, medium, and high fidelity prototypes, evaluating throughout each iteration.

Our process

STEP 01

Research

Competitor analysis

To gain a better understanding of the landscape, we conducted a competitive analysis on four of the most popular time management apps on the market, and found that while each provided a variety of time management tools to users, there wasn't an app that specifically targeted students with the goal of helping them balance their busy life and academic schedules.

Secondary research

To better understand the problem-space, we conducted secondary research on the effects of effective and ineffective time management amongst students. During this process, we referenced 3 major studies and 16 notable journal articles that focused on time management and planning amongst university students in North America.

Survey and interviews

With the goal of understanding how current students go about managing their time, planning their schedules, and balancing academic and social commitments, we surveyed 69 students and interviewed 8 representative users. Our goal was to identify possible correlations between students' current time management strategies and their level of satisfaction with academic performance and overall wellbeing.

STEP 01

Emerging themes

Affinity Map

Research Report

STEP 01

Key findings

STEP 02

Define

Defining the user persona

We began the ideation process by defining our user persona, Stacy. Like the students we surveyed in the research phase, Stacy needs a way to plan her academic deadlines so she can be on top of her tasks, a way to lay out her commitments so she can prioritize, and a way to measure the different aspects of her life so she can maintain a balance.

Persona

STEP 02

Ideate

Our big ideas

After defining our persona's needs and identifying the main pain-points in their user journey, we got together and came up with 10 big ideas. During this process, we centred our ideas around the key problems and areas of opportunity that we found in the previous stages.

Big Ideas

STEP 02

Prioritize

Voting on our ideas

After defining our big ideas, we voted based on impact and feasibility. This process helped us identify which ideas we’d like to focus on and move forward with for our project.

Idea Prioritization

STEP 03

Prototype

Low fidelity wireframes

After narrowing down our big ideas, we created our low fidelity prototype to evaluate our ideas. The goal here was to address Stacy's needs while eliminating instances of pain-points that were identified throughout the user journey.

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STEP 03

Formative testing

Guerilla testing

After creating our initial designs, we recruited four representative users and asked them to complete four user tasks using our low fidelity prototype. The goal of this process was to understand what users liked about our app and identify any pain-points they faced while going through the prototype.

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STEP 03

Reflecting

Key findings

Following the initial testing process, we analyzed our users' responses and identified the major aspects that users liked and didn't like about our app.

Key Findings
Key Findings 2

STEP 03

Iterate

Mid-fi prototype

We iterated on our initial designs to address the main pain-points and opportunities identified in our observations and created medium fidelity designs to reflect these changes.

STEP 03

Summative testing

Final evaluation

Using our mid-fi prototypes, we conducted one final round of observations to evaluate our design changes and make improvements before creating our high fidelity prototypes. Through this process, we found that participants wanted to see a more detailed breakdown of their life balance insights and more distinction between the home and goals pages.

STEP 03

High fidelity designs

Individual design changes

I made changes based on our users' feedback to create an improved, high fidelity version of the app that featured more white space and distinction between separate elements, larger icons, and clearer text. To this design, I applied the Gestalt Principles, colour theory, and made use of grids to ensure consistency across pages.

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FINAL PRODUCT

High fidelity prototype

Task Prioritization

Prioritize tasks based on importance and urgency.

Life-Balance Insights

Be aware of time spent on social, work, and academic tasks.

Curated Work Sessions

Schedule curated work sessions based on personal goals and availability.

High-Fidelity Design
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