Mobile screens layout


mobile app / case study
Project type
1:1 interviews, target audience research,
competitive analysis, mind map, personas, brainstorming, user flow, wireframing, usability testing
Figma, Miro
2 weeks
TickOff is a student oriented task management app. While several mobile apps on the market provide this functionality, it is hard to find one considering students their target audience.

TickOff is focused on the struggles of Gen Zs, living in symbiosis with technology while suffering from overstimulation. Therefore, the goal was to create a simple yet practical tool, helping this specific group boost their productivity.

Test the prototype here

“At the end of the day, there’s
nothing more satisfying than putting
a tick on your to-do list.”

The process

  1. Understand: 1:1 interviews, target audience research, competitive analysis
  2. Define: problem statement, mind map, personas
  3. Ideate: brainstorming, user flow
  4. Prototype: wireframes, prototype
  5. Test: usability testing, design audit
  6. Learn

1. Understand

1:1 interviews
To gain a better understanding of the project,  I conducted 1:1 interviews with the target audience. I aimed to understand their task management approach. What motivates them, what challenges they face and why they use particular tools.
Here are some key findings:
  • The priorities are dynamic and often change. It is challenging to keep them up to date.
  • The tasks are described briefly but cover relatively complex responsibilities
    (i.e. completing a uni project).

  • When in need, they seek simple solutions at their fingertips. Sticky notes and loose pieces of paper are a popular medium. However, it is easy to lose them.
  • Lists get messy. Extensive to-do lists might cause procrastination or losing track.
Target audience research
In this part of the research, I explored the characteristics of Gen Z. It gave me another perspective on the target audience. I also searched for professional coaches' take on this matter, which allowed me to learn about the key factors causing planning frustrations and how to try to eliminate them.
Insights that guided me later on:
  • Many individuals in this generation have little patience and like being measured on their progress.
  • They are also affected by cognitive overload, therefore seek simple solutions.
Competitive analysis
The last step of the research stage was to investigate the market. I conducted a competitive analysis of available digital tools for listing and organising tasks.

2. Define

Problem statement
I used the Four Ws and Five Whys  methods to identify students' task planning needs.

as a result, I generated the following problem statement:
Students need a quick, convenient solution that supports achieving their daily goals and is compatible with their fast-paced lifestyle.
Mind map
Creating a mind map helped me organise the insights I gathered and explore the reasons behind potential planning obstacles. For further development, I decided to focus on the task overload issue.
I developed user personas summarising the audience research. I defined their goals, needs and motivations, as well as the pain points.

3. Ideate

In the next stage of the design process, I decided to generate ideas through brainstorming and translate them into functionalities. At this point, the essential conclusion was that the user's behaviour is a combination of ability, motivation and a trigger.
User flow
After gaining a general overview of how the app could work and what functions I would like to implement, I sketched the user's pathway.

4. Prototype

Before moving forward, I sketched the wireframes to visualise the structure and the information architecture.
Clickable prototype
Based on the sketches, I used Figma to design a high fidelity prototype that would allow me to easily test my design with users.

5. Test

Usability test
I conducted usability tests to validate my design. I made notes of touch points I was concerned about and asked the users to complete specific tasks. During the performance testing, I was able to observe their journey and interaction with the product. Afterwards, I collected the general feedback.
The key takeaways:
  • Task size estimation. Splitting tasks into smaller steps is helpful, but why not go a step further and label & sort them based on the estimated time needed to complete them? Have 30 min window in the schedule? Check how to make the most of it.

  • Ask for feedback early. This one is about overcoming the fear of getting an opinion on your design when it is still not ready. Making the process more iterative would help me be more creative with solution and enable me to make quicker changes.

6. Learn

The reason behind initiating this project was to contextualise the knowledge I gained over time. It was a challenge that also required learning on the way, but also good fun! I found out what works, what doesn't and how to improve my practice.
a couple of things i learnt:
  • Go beyond the obvious (the lazy registration pattern). When I first started sketching the user flow, I would recreate patterns I often notice while using mobile apps. The upfront registration process was one of them. However, I gave a read to several articles explaining this practice and researched alternatives supporting accessibility.

  • Ask for feedback early. This one is about overcoming the fear of getting an opinion on your design when it is still not ready. Making the process more iterative would help me be more creative with solution and enable me to make quicker changes.