Junto
A gamified productivity app to combat academic procrastination among undergraduate students
CreArt header showing designs
Summary
Duration
November-December 2019
Class
Persuasive Design
Team
Graphic Designer
Researcher
UX Designer x2
My Role
Research Lead
UX Designer
Skills
User Interviews
Affinity Diagramming
Usability Testing
Literature Review
Problem
College students procrastinate and face increasing distractions caused by technology. Existing apps fail to incentivize users to stop procrastinating.
My Focus
I focused on conducting secondary research, linking research to design principles, and designing screens for social interactions.
Our Prompt
Design a persuasive intervention that positively combats users' negative behaviors. The persuasive intervention must apply eight design principles and psychological theories.

Our team, composed of four graduate and one undergraduate student (me!), chose to target procrastination as the negative behavior because this is something that we all struggled with.
Research Phase
User Interviews

We conducted 15 storytelling interviews with undergraduate students. These interviews helped us determine the causes and pain points of academic procrastination.

Finding 1

Smartphone usage causes uncontrollable distraction.

Finding 2

Anxiety towards a task causes students to delay the task.

Finding 3

Peer influence can deter but also mitigate procrastination.

Finding 4

Intrinsic motivation is a key to eliminate procrastination.

Customer Journey Map

We then synthesized our interviews into a consolidated journey map. This revealed opportunities that we looked into addressing:

quotes from interviews
Persona

I then synthesized our findings through a persona in the form of Jessica, an undergraduate student. This persona helped us remain objective as we ideated solutions.

Affinity Diagram
Affinity Diagramming

We compiled our findings through an affinity diagram and grouped them together. We found that emotional and external factors significantly affected academic procrastination.

Affinity Diagram
Scope

How might we make the environment surrounding a task more enjoyable for undergraduate students?

An academic task usually does not provide undergraduate students sufficient intrinsic motivation for completing the task. The environment surrounding the task needs to provide the intrinsic motivation necessary to complete the task.

Our persuasive intervention cannot obviously target procrastination because that will likely increase user skepticism and decrease overall effectiveness.

Ideation
Competitive Analysis

We looked into existing solutions that provide ways for users to focus on their tasks and listed down pros and cons for each.

some literature review and observation findings
Idea Generation

We timeboxed ourselves and listed down a few basic ideas to start working with.

some literature review and observation findings
Theories Applied

We applied eight design principles and psychological theories in designing Junto.

Augmented Reality (AR) can serve as an incentive to overcome procrastination. AR allows Junto users to see and interact with their pets in real life, making the pet more tangible and enjoyable.
Curiosity can serve as a form of intrinsic motivation to complete tasks well. Junto leverages curiosity by suspensefully unwrapping the future prize.
Junto uses four of IBM Nudge Library's suggested design principles to achieve the desired behavior.
  • Appeal to emotions: designing cute pets and using light colors
  • Anticipation: built through the slow reveal of pets
  • Progress in tasks: gift box gradually reveals pet
  • Habit cycle: create tasks (cue), complete tasks on time (action), and receive a pet (rewards).
Gamification is defined as using “game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems” (Kapp, 2012). Junto transforms each task as part of a game — users complete one task to unlock part of a prize.
Procrastination often serves as a relief or reward from undesired activity. Junto provides immediate feedback upon task completion through unlocking pets.
Junto allows users to enter into self-awareness: users can see their progress based on the visual status of an unwrapped present. This encourages users to match their behavior to their desired outcome of receiving the pet.
Junto directly addresses four problems that must be overcome for successful goal striving.
  • Overcome the initiation of action on a goal: Users can sync their tasks
  • Overcome distractions and stay on track with the goal: Mystery pets become the focus of the goal
  • Overcome failure and continue progress: Users are not punished for failure
  • Overcome the avoidance of overextension and ego depletion: Users can review their progress
The continued presence of positive role models can motivate someone to achieve a difficult goal. Users can remind each other to remain focused and see others' pet collections (progress).
Deciding on the Solution
While we had difficulty deciding on our final solution, our decision came down to focusing on providing external and intrinsic motivation through personal enjoyment.

We decided on disguising our app as a productivity app, but we did not focus on the task-based aspects as much as the user motivations.
Prototyping
Low to Mid-Fidelity

We sketched ideas then solidified them through mid-fidelity prototypes, focusing on four main screens.

some literature review and observation findings
User Testing

We conducted user testing sessions to determine the usability and usefulness of our prototype. These paper prototypes helped us discover notable insights.

some literature review and observation findings
Home Screen Iterations

Users needed to see the full description of tasks rather than just a few characters. Academic tasks are not easily identifiable by just a few characters.

Users also felt that the mystery pet was not surprising enough. We then added a gradual unwrapping animation to build user curiosity.

some literature review and observation findings
Social Screen Iterations

We added a reminder feature to allow users to take advantage of peer influences. Friends help one another stay focused on their tasks.

In this iteration, I also focused on the information hierarchy and minimized visual elements.

Solution

What is Junto?

Junto is a productivity app that rewards users when they accomplish tasks by unlocking and revealing mystery pets, collecting these pets, and placing these in their rooms through augmented reality (AR). The anti-procrastination intention is disguised as productivity to diminish users' skepticism towards the intended effect of the app.

Why "Junto"?

The Junto (from the Spanish word for assembly, junta) is a club formed by Benjamin Franklin in 1727. Franklin is well known for his wit and famous phrases, some of which have to do with combating procrastination and making the most of time.

some literature review and observation findings

Start the Junto journey

Onboarding is fun and easy with Junto through easy syncing and adding.

Remind your friends

Your friends can help you and you can help your friends out too by reminding each other to stay focused on tasks.

Remind your friends

Your friends can help you and you can help your friends out too by reminding each other to stay focused on tasks.

Complete your tasks

Finish all your tasks in the challenge and receive a mystery pet!

View your pets

You can view your pets in your room through AR or choose to see them in a special Junto virtual world.

View your pets

You can view your pets in your room through Augmented Reality or choose to see them in a special Junto virtual world.

Try the mobile interactive site!
Reflection
Lessons Learned

This project was difficult due to the quick timeline, and this was my first step into HCI. Nevertheless, it was an immensely rewarding project and I learned so much.

Lesson 1

Take constructive criticism and be quick to iterate on designs.

Lesson 2

Theoretical applications can lead to tried-and-tested outcomes.

Lesson 3

Welcome uncertainty and openly discuss how to deal with it as a team.



A sneak peek into the team and demo day!

some literature review and observation findings
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