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Antsy

A Goal Tracking App UX Case Study

Antsy is a goal setting and tracking app that I designed as my first project while learning UX Design. From Research, ideation, prototyping till the final design has been solely designed by me.

Role: Product Designer

Duration: 3 Weeks

Tools: Adobe Creative Suite, Figma

Problem Statement

Why a goal tracking app ?

The biggest challenge with goal setting is self. We often lack the push to complete a task even if it may offer glorious results. That is why most of us fail at setting goals or even following simple new year’s resolutions. Mental goals are often forgotten with the first scent of tension. The ulterior motive often remains undefined that leads to procrastination, disorganization and eventually stress.

Exploring Ideas and Sketches

Setting goals is easy but achieving them is much more difficult. First problem I identified in that retrospect was lack of routine. So, my initial designs included implementation of elements that could bring routine into our goals.

Routine implementation can be achieved through reminders, motivational quotes and most importantly, realize users of the ulterior motive.

User Flow & Wireframes

antsy_storyboard.png
antsy_mockup.png

First Prototype

Reminders were easy. Simple alarm system that includes frequency of the reminders along with the basic function could be integrated with the app to ensure goals are fulfilled on time as set by the users.

A library can be created with motivational quotes and famous phrases from websites like Goodreads, Quote Garden, Brainly, etc. These can be featured in the form of pop ups during loading and notifications.

Pop up notification that flashes the goal and current experience points can be created to remind users of the goals as well.

Goal day -- – 20_2x.png
Goal day -- – 4_2x.png

Initial User Critique

I found some drawbacks in the design based on the initial critique. First change made in the prototype was by adding an offline feature to reduce data consumption. The motivation area still lacked the strength to give the push to the user. After studying several competitor apps and reading research studies on the matter I implemented an unique feature in the design.

The feature is called Booster Hill. This basically enables user to take pictures and short videos (1 second videos) of the things they did on that particular day along with the pictures of the tasks they complete as well.

Final Prototype

  • Use a color scheme with higher visual contrast.

  • Simplify and de-clutter design, get rid of unnecessary elements.

 

While there are other color schemes that have a higher visual contrast, I tried colors that would best suit the motive of Antsy. I also used a lighter and more subtle font to contrast the dark background for better visibility.

I also tried to use a more minimalist design, displaying only the essentials to prevent the user from being overloaded with information. One click accesses to assign new goals, capture and record photos/videos as well as to delete account and data deletion. When the button is pressed, a pop-up would show confirming if the user would like to edit or complete goals. Furthermore, I tried to make the buttons and actions more intuitive and accessible.

Typography

Cambria

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Aa

Segoe UI

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Aa

Color Palette

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Visuals & Mockups

Conclusion

Everything I’ve done in this UX case study will uncover the pain points with the existing apps and that my recommendations in solving the problems resonate with real users.

The data becomes clear guidance to making UX improvements when revising the app. It removes guesswork and assumption from UX design. As a result, you’ll have a more precise strategy in creating UX that appeals to end-users. Users can get to their desired items with less hassle, leading to increased conversion.

I learned a lot from this project and I hope you enjoyed reading about it! It’s so interesting that even a seemingly small design decision could have dramatic effects on an application’s usage and usability. At the end of the day, design has to be user-centric and purpose-led, and all great software solutions are forged through multiple iterations.

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