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Project Overview

This study explores how post-secondary students between the ages of 20 and 29 track and form habits in their daily lives.

Role:

Designer, Researcher, Project Lead

Tools:

Figma, UXTweak, Canva, Google Form

Conducted under the supervision of Adam Rallo for INF1611 at University of Toronto

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Research Objectives

  • Identify when students typically abandon habit-tracking tools

  • Understand which goals students prioritize tracking

  • Explore emotional responses to missed habits

Research Question 1

How do post-graduate students interpret the difference between “building a habit” and “creating a goal” when interacting with a habit-tracking tool?

Research Question 2

What types of progress visualizations do post-graduate students find most motivating and meaningful in habit-tracking tools?

Research Process

Secondary

Research

Competitive analysis of existing habit-tracking solutions

Primary

Research

Conducted interviews with students to understand their specific needs and motivations

Planning & Prototyping

Translated research insights into wireframes and interactive mockups

User

Testing

Validated design decisions through usability testing

Final UI

Mockup

Refined and polished design

Secondary Research

Our research began with a screening survey aimed at identifying the primary motivators behind habit tracking within our target audience.

Academic Improvement

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Health/Fitness  Goals

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Personal Development

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Reducing Anxiety/Stress

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Time Management

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I Don't Track Habits

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From there, we conducted a competitive analysis of popular habit-tracking apps and methods.

Bullet Journaling
Habitica
Finch
Aspect
High initial setup - varied maintenance level
Medium (10-20 min daily)
Low (5-10 min daily)
Motivational Approach
Self-directed. No built-in failure or recovery mechanics
Medium penalties: opportunity to erase previous penalties
Minimal penalties: multiple “Try Again” opportunities
Customization
Dependent on user (Unlimited)
High
Moderate
Time Investment
Creative expression and self-reflection
Gamification and RPG elements
Emotional connection to pet
Failure and Recovery Mechanisms

Primary Research

With a clear picture of the tracking goals students prioritized and the models used by competing products, we moved into our first round of user interviews.

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The key patterns and themes we identified through thematic analysis of the interview results were:

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  • Barriers and Challenges in Task Tracking

  • Emotional Responses to Task Management

  • Hybrid Tracking Systems

  • Reminders and Memory Support

  • Task Organization and Prioritization

Key Findings

Usage & Abandonment Patterns
Motivation Factors
Feature Desires
Tracking tools are abandoned when they feel tedious or obligatory
Users respond positively to immediate feedback and digital rewards
Desire for accountability features and social support
Users discontinue tracking when habits become intuitive or scheduling conflicts arise
Persistent reminders and external triggers are necessary for consistency
Need for seamless, integrated platforms rather than multiple specialized apps
Students struggle to maintain consistent habit tracking when academic demands increase
External motivation (gamification, rewards) often supersedes intrinsic motivation
Strong preference for customizable tracking methods

Planning and Prototyping

We began the design process with individual hand-sketched, low-fidelity concepts of our main pages to establish an initial design direction. These sketches were then translated into a low-fidelity digital prototype for user testing.

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To guide this prototype, we mapped a user flow defining how people would move between pages within the app.

 

Main pages were made accessible through a bottom navigation bar, while certain processes required moving through a sequence of secondary pages.

User Testing

To validate our design decisions, we conducted moderated remote testing sessions with 5 participants matching our target demographic of post-secondary students aged 20-29 with varying levels of habit-tracking experience.

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Each 30-minute session followed a semi-structured format combining specific tasks with open exploration, using a think-aloud protocol to capture real-time reactions, followed by a post-test interview for broader impressions.

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Testing focused on evaluating navigation clarity and information architecture, assessing the effectiveness of gamification elements, measuring task completion rates for core functions, and gathering feedback on motivational features.

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Based on observations from testing, we then revised the flow to address points of confusion.

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Style Tiles

To explore the visual direction before committing to full designs, we created three distinct style tiles. Each of these tested a different mood, color palette, and typography.

From there, we narrowed to the direction that best matched the user research findings.

Note: Due to time limitations we were unable to run a usability study on each theme however, we a project with a larger scope, it would be best to test each theme through A/B testing. 

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