Docket

Docket is a productivity app with educational features designed to help users manage their projects while facilitating idea sharing among peers.

Project Duration

2 Weeks

Target Audience

Students

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My Roles

UI Designer

UX Designer

Objectives

Develop an app to help students set tasks, collaborate with peers, and improve academic performance

Enhance unity and integration between different schools across the country.

My Design Process

My design process for the docket project follows a systematic and user-centric approach to create an intuitive and efficient productivity app. It consists of five essential stages:

Discovery

Project Identification

Project Definition

Research

User Surveys

Competitive Analysis

Define

Problem Synthesis

User Personas

Design

User Flows

Wireframing

Prototype

Prototyping

Review

Discovery

During the discovery stage, the project commenced with the conception of an idea. This idea revolved around transforming a productivity app into a multifaceted tool, one that not only boosts productivity but also incorporates valuable educational features.

Research

In this stage, a thorough examination of the project's landscape was conducted. This included competitive analysis and quantitative research. The aim was to gain deep insights into the target audience, understand their needs, preferences, and pain points, and identify opportunities for improvement and innovation.

Insights from the quantitative research using google forms

Features they would love to see in the app

Integrations

Sheduling and Timelines

Innovations

Orders and Checklists

Setting Reminders for Tasks

Voice Recognition

Features they disliked about some of the apps they have used

Disorganization

Paying for Basic Features

Clumsiness

App

Feature

Multiple Sign In options

Push Notifications

Reminders

Tasks Creation

Live Feed

Chatting and Sharing

Templates

Groups

Trello

Airtable

Slack

Click Up

Docket

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Conclusions from Research

The research showed varying levels of app usage, with some users rarely engaging and others not using such apps at all. These findings informed a user-centered approach and directed project decisions toward meeting users' distinct needs effectively.

Define

Following the research findings, I created user personas to identify their goals and challenges more precisely.

Name: Mfoniso Obonguko

Ocuupation: Student

Age: 18 years

Location: Uyo

Bio

Mfoniso is a 100 level linguistics student of the university of Uyo and she enjoys reading, achieving her goals and having fun with her friends.

Goals

  1. She needs an app to manage her day to day school tasks.
  2. She wants to be able to connect with other students from other schools.
  3. She needs a way to be reminded of her meetings before hand.

Pain Points

  1. She is unable to keep up with most of her school tasks
  2. She finds it hard to find a balance between school and her other activities
  3. She can’t manage her time well

Name: Ayodeji Eluyemi

Ocuupation: Student

Age: 20 years

Location: Osun

Bio

Ayodeji is a 500 level Engineering student of Obafemi Awolowo University and he enjoys reading, inventing and having fun with his friends.

Goals

  1. He wants to share his inventions with other students across the country.
  2. He wants to be able to manage his numerous tasks.
  3. He needs a medium through which he can access other fields.

Pain Points

  1. He is finding it hard to multi-task.
  2. He can’t find the right resources of inspiration for his projects.
  3. He finds it hard to communicate with people.

Design

With the concept solidified, objectives defined, and insights gathered, I transitioned into the design stage. This phase involved translating ideas into tangible sketches, user flows, and wireframes, shaping the foundation for the app's visual and interactive elements.

User Flow

Low Fi - Sketches

Prototype

As the design stage reached its conclusion, I proceeded to the prototype stage to evaluate the functionality of my designs. Below, you can explore the prototypes I created to bring the concept to life.

Loading Screen

The loading screen serves as the gateway to the app's user experience, setting the stage for what lies ahead.

Onboarding Screen

The onboarding screens play a crucial role in helping new users kickstart their journey with the app. They serve as an educational tool, introducing users to the app's features, functionality, and value, while seamlessly guiding them through the setup and usage process.

Sign in Screen

These screens serve as the initial entry points for users, granting access to the app's wide array of features and functionalities.

Home Screen

The home screen acts as a central hub, providing easy access to all other app features. It offers users a quick overview of upcoming tasks, news updates, a search button, notifications, and a convenient navigation bar for seamless interaction.

Groups Screen

The groups screen, accessible through the navigation bar, fosters user communication and idea sharing within the app. Users can request to join groups via the feed or search function, enabling them to initiate conversations and share valuable resources. This feature plays a pivotal role in promoting integration and collaboration among users.

Create Screen

The create screen serves as a multifunctional hub, allowing users to both create and publish projects while also setting tasks and goals within the app. Users can showcase their projects on the feed, enhancing visibility, and effectively manage their time by setting tasks and reminders to stay organized and productive.

Feed Screen

The feed screen serves as a dynamic platform for users to showcase their projects while also providing inspiration and resources for others in various fields, including arts, science, and engineering. This section of the app fosters networking, knowledge sharing, and national integration by categorizing projects based on their respective domains.

Challenges I Faced

Difficulty in finding people for interviews

Limited prototype showcase options due to the free plan in Figma.

How I Solved Them

Utilized quantitative research as an alternative to interviews

Chose YouTube as a platform to display prototypes after exploring various alternatives.

Key Takeaways

Continuous learning is essential

Docket was a valuable project, with room for improvement.

Tools Used

Figma

Youtube

Miro

Google Forms

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