Toki App Logo
A productivity + wellness app that helps turn your time into opportunities.
Toki App 4 Mobile Screens MockupToki App 4 Mobile Screens Mockups

Overview

Toki is a mobile app aimed to promote work-life balance. Toki was inspired by its name which means “time of opportunity” in Japanese. Due to the pandemic, most people have been working and studying remotely, facing new challenges at home while looking for time to themselves. Toki is here to give people the opportunity to improve their livelihood by making the most of their time.

The Challenge

Because the productivity and wellness realms are quite broad offering a generous amount of features, the hurdle was defining the specific problems to solve for in order to avoid scope creep. Furthermore, each interviewed individual had specific goals and habits with these apps. Taking this into consideration, the core features needed to address the most common pain points.

Solutions

• Implement a scheduling and reminder system
• Recommend daily mindfulness reminders to meditate
• Create a mindful product that puts users at ease upon use

  • Recommend daily mindfulness reminders to meditate
  • Create a mindful product that puts users at ease upon use
  • Implement a scheduling and reminder system

Role

UX/UI Designer
Illustrator

Duration

80 Hours

Scope

Mobile App
Visual Design
Branding

Tools

Figma
Google Forms
Miro
InVision
Pen & Paper

Process

Button that scrolls to Empathize PhaseButton that scrolls to Define PhaseButton that scrolls to Ideate PhaseButton that scrolls to Prototype PhaseButton that scrolls to Test Phase
Empathize Phase
Define Phase
Ideate Phase
Prototype Phase
Test Phase

Research

To understand what needs to be built, the problem space needs to be explored further through market research and empathizing with our target demographic. The scope will include desk research on remote work and learning, the productivity and wellness mobile app industries, an analysis on Toki’s competitors and taking a deep dive into the users of these apps.

The research goals include:

  • Getting insights to customer's experience using (a) productivity and/or wellness app(s)
  • Identifying pain points of using those mobile apps
  • Discovering the most common user motivations to using the productivity and/or wellness app(s)
  • Identifying all factors that impact user retention and other opportunities

Methodology:

  • Market Research
  • Competitive Analysis
  • Surveys
  • User Interviews

Secondary Research

Market Research was carried out to gain insights of the target markets of productivity + wellness mobile apps and to uncover trends and opportunities within the market.

Global Pandemic and Consumer Behavior

  • Mobile Apps have become even more critical to Americans’ everyday lives as they seek out new and safe ways to learn, work, and stay engaged with friends and family during the pandemic.
  • According to new data from app store intelligence firm App Annie, mobile app usage grew 40% year-over-year in the second quarter of 2020, even hitting an all-time high of over 200 billion hours during April.
  • The growth in app usage has been fueled by social distancing and lockdown measures, as countries around the world try to quell the spread of the novel coronavirus.

The Market Landscape

  • Key players for productivity apps in the global market include but are not limited to Calendar, Slack, ToDoist, Trello, and Toggl. This market is anticipated to rise at a considerable rate between 2020 and 2025.
  • The wellness and mental health apps market between 2020-2027 forecasts growth with top key players such as Calm, Headspace, Moodnotes, Moodpath, Pacifica, SuperBetter, Happify, and Talkspace.
  • This significant rise over the forecast is due to increasing awareness regarding the importance of mental health and the social stigma in the societies related to receiving mental health treatment.

Consumer Demographics

  • Currently, a person on average has more than 80 apps installed on their phones. App usage varies among age group, the top 3 are:
(Ages 18-24) 3.2 hrs/day = 93.5 hrs/mo on avg.
(Ages 25-34) 2.6 hrs/day = 85.6 hrs/mo on avg.
(Ages 35-44) 2.3 hrs/day = 78.8 hrs/mo on avg.
  • Women spend more time on mobile devices while men spend longer time on their desktops. Women are 2x more likely to register for an app and make a reservation through their phone.

A Competitive analysis was conducted to unmask the strengths and weaknesses of the main players in the productivity and wellness mobile app industries as well as study their commonalities.

Image of a information table of a  competitive analysis, comparing 6 different competitors features

Around the same time, a survey was sent out for a week to gather information about the user demographic of productivity and wellness mobile apps such as identifying their needs and preferences. A total of 13 responses were collected and showed that majority of users were women between the ages 21 and 39 who were worked from home as an employee or student. You can check out the survey summary here.

Primary Research

User Interviews

Fortunately, majority of the survey participants were more than happy to share their experiences on productivity and wellness apps:

  • 5 survey participants were interviewed
  • Between the ages of 21 and 39
  • Work from home as an employee or student
  • 3 Females and 2 Males

All participants felt that certain apps have a great impact on their life and were very vocal about their concerns:

“There is no centralized location for To-Do Lists.”
“It (visually) looks outdated and cluttered.”
“I want to personalize it in a way that fits my lifestyle.”

You can find the full Research Debrief here.

Define Phase

Turning Data into Insights

It was now time to condense our research data with empathy to understand the end-user’s common goals, needs and behaviors.

Persona

Meet Melissa! She is the amalgam of the user interview participants. Melissa will be our compass to navigate through the design process so our decisions along the way are aligned with the end-user’s goals and tackles the problems that need to be solved.

The Problem

Although understanding Melissa’s goals and needs is important, turning them into actionable problems statements is a crucial step to creating the right solutions for her needs:

“Melissa needs to feel in control of her life and is making progress.”
“Melissa needs to manage her stress and anxiety.”
“How might we help Melissa achieve her goals while keeping an eye on her wellbeing? ”

In this case, I used the “How Might We” approach to create the focus of the problem that needed to be solved. During this stage, a huge list of features were gathered from competitor apps (distinguished in different colors) with the high impact from our research and grouped them based on functionality:

Thanks to our problem statement, I was able to narrow down the main features.

Determining the Features

Due to time constraints and feasibility, the Must-Have Features were determined by their ability to provide the highest value with the least effort:

  • Scheduling a reminder for a task/ event
  • Mindfulness Reminder
  • Guided Meditation
Ideate Phase

Low Fidelity Sketches

In the earlier stage during the collection of features from high-impact competitor apps, I’ve come across a couple of design patterns that inspired my low fidelity wireframe sketches.

Productivity Feature: Scheduling a reminder for a task/ event

For the Home screen (left), I wanted to create a space where users can access the main features of the app, give them the ability to schedule a reminder and be mindful of creating a cluttered UI.

The next screen (right) shows what happens when a user presses the “+” button found on the bottom right of the screen, allowing them to schedule a reminder.

The task creation screen (left) shows the basic functions of scheduling a reminder by entering a title and selecting a specific date and time.

Although it isn’t part of the Must-Have Features, the Notes screen (right) was roughly sketched because I was inspired at the time and wanted to keep it for a future iteration.

The task creation screen (left) shows the basic functions of scheduling a reminder by entering a title and selecting a specific date and time.

Although it isn’t part of the Must-Have Features, the Notes screen (right) was roughly sketched because I was inspired at the time and wanted to keep it for a future iteration.

Wellness Feature: Listening to a Guided Meditation

For the Meditation screen (left), the goal here was to layout the audio blocks in a way for users to smoothly get a quick moment to clear their minds and manage their anxieties.

The next screen (right) displays what it may look like when an audio block is selected.

Brand Guidelines & UI Kit

Staying true to the brand attributes, I’ve chose the brand colors to mainly be blue and yellow. Not only is blue is a great color for both female and male users, it promotes the feeling of peace, stability and trust. Yellow compliments well with blue and expresses emotions of  happiness, friendliness, and enlightenment.

As for the Logo, I wanted to symbolize Toki’s very meaning “Time of Opportunity” by experimenting different moon phases and anything that represented the concept of time.

There was a good contrast between the dark blue and yellow so it made it to the final version of the logo which was simple, memorable, and can scale well.

Prototype Phase

High-Fidelity (Limited) Prototype

Since this is a brand new product, prototyping sooner will reveal any assumptions and creates the chance to fail fast and fail forward without over-investing time and effort on the first iteration.

Check out the prototype here.

Test Phase

Usability Testing

In order to determine whether the mobile app works as intended, it was time to put it in front of our intended user demographic and test to understand what works well or what can be improved. The test was conducted with 6 participants over a recorded Zoom call where they were given scenarios to complete specific tasks.

The test objectives include:

  • Testing the overall quality and ease of use regarding the navigation and flow to complete a task
  • Testing how users prefer to do specific tasks or expectations of the hybrid app
  • Identifying any areas of frustrations, hesitation or confusion (pain points)
  • Observe how users feel about the app and identify all factors to uphold retention and other opportunities

Tasks:

Task 1: Schedule a reminder
Task 2: Start meditating to a specific audio

Wins:

  • All participants felt that the app is intuitive and easy to use
  • Some participants like the colors as they are peaceful and relaxing
  • Some participants like how the meditate button was right below the calendar on the home screen
  • Almost all participants rate their overall experience a 7/7

Observations

  • 50% of participants tried to create a task reminder through the calendar while the other half used the + button
  • Most participants used the meditation reminder on the home screen when looking for a specific type of meditation audio
  • Most participants felt confident creating a task using the Toki app

Key Insights:

  • Some participants preferred to create a task reminder directly from the calendar
  • Some participants were confused with the meditation reminder and mistook it for being a specific meditation guide

Recommendations:

  • Make creating a reminder via calendar available to the end user
  • Make adjustments to the meditation reminder on the home screen in a way that avoids confusion

Next Steps

There are still things that can be tested and improved on, including but not limited to:

  • Conducting usability test on the revised prototype to see if it works well
  • More testing, iterating and covering more features that were not implemented due to time constraints

Conclusion

Doing this project was quite challenging because creating a dual purpose app based on two very different yet broad industries can easily become overwhelming and time consuming.

What I enjoyed 😁
Surprisingly, I enjoyed doing the High-Fidelity Prototype revisions after the usability test. Although it was time consuming, it was a great learning experience to always design for accessibility no matter how tight the deadline is.

My favorite moments 😊
Creating the logo! It was interesting trying to brand for an app that combines two disciplines - productivity & wellness - but it was quite enjoyable!

My least favorite moment 😭
Honestly, I was overwhelmed with the long list of features I had to narrow down and struggled figure out which MUST HAVEs were feasible on the first iteration. Now that I’ve got some experience, maybe it won’t be as bad next time.

Room for Improvement 🤔
One thing I didn’t account for was recruiting enough participants AND anticipate that there may be a few no-shows if they are no longer available. I’ve had participates who promised they would be available ahead of time only to find myself scrounging for last minute participants who still fit my target demographic.