Smart Scheduler

Al planner to assist stay-at-home parents with
time management

OVERVIEW

THE PROBLEM

Stay-at-home parents have little time for themselves as they juggle household chores and parenting. Time management and task scheduling are major pain points in the routines of stay-at-home parents.

DESIGN OBJECTIVE

To enable stay-at-home parents engage in self-care and manage time effectively.

TEAM

Team of four

DURATION

4 Months

Aug 2018 – Dec 2018

TOOLS

Pen & Paper | Sketch | Adobe XD

PROCESS
My Contribution

I was a UX Designer and UX Researcher on the team. In the research phase, I conducted 4 semi-structured interviews, and acted as a notetaker for 1 interview. All team members participated in affinity analysis and brainstorming – I brainstormed 15 ideas. Then I worked with my teammates to distill user needs from our findings.

During the Design Iterations, I actively contributed to all design alternatives during the ideation, sketch, and wireframe phases. I finalized personas and made storyboards for one design alternative. After user feedback, the team worked together on the hi-fidelity prototype of the Smart Scheduler.

During the evaluation phase, I acted as a notetaker and facilitator for 2 interviews. Finally, I analysed data by conducting affinity analysis. After the project, I made a clickable prototype from the mobile screens, and improved the clickable prototype for the main screens.

RESEARCH

We performed Task Analysis, Literature Review, Competitive Analysis, and Interviews to learn more about our users. Interviews and Affinity Mapping proved the most resourceful during our information gathering phase.

Semi-Structured Interviews

We conducted semi-structured interviews with 11 stay-at-home parents to identify challenges that they face.

Affinity Analysis

In order to make sense of the significant amount of qualitative data that we rapidly collected through interviews, we choose to create an affinity map. Through this, we identified 6 user needs for stay-at-home parents:

Personas

From our interviews, we made two personas to keep us focused while creating our designs.

DESIGN

Ideation

After assimilating user needs, we walked the wall and brainstormed 33 design ideas for our personas. From the user needs discovered, we decided to focus on task scheduling and self-care.

Design Alternatives

From the brainstormed ideas, we chose 3 ideas to explore based on urgency of needs and feasibility.

SMART SCHEDULER

Assists with Daily Scheduling

Wall mountable screen that enables stay at home parents to keep track of their schedule and engage in self-care activities. Replaces calendars & schedulers.

KINDLY APP

Help with child care

Mobile app that helps parents to find kid-friendly locations and activities based on user ratings.

HOMEHELPER BOARDGAME

Assists with chore delegation

A magnetic board game that can be hung on a wall. Family members advance in the game by doing chores, thus helping the stay at home parent with household work.

User Feedback

Using the wireframes we developed for each design alternative, we conducted a second round of semi-structured interviews with 3 stay-at-home parents to determine which concept fulfilled the most urgent need in their lives and how they would change each design. The results were unanimous — every stay-at-home parent preferred the Smart Scheduler.

We narrowed down on Smart Scheduler based on the preferences of users received from feedback sessions.

Wireframes

The team discussed features that the Smart Scheduler would have. The main wireframe is shown below.

High Fidelity Designs

We added more details to make the hi-fidelity prototype:

DEMO VIDEO

Please refer the subtitles displayed as a guide.

EVALUATION

Usability Testing

We conducted moderated usability testing by giving 6 participants 2 tasks that represented the core functionality of the system:
1. Add and delete a task on the Smart Scheduler.
2. View and interpret the footer & expanded self-care graphs.

We asked the participants to think aloud as they went through the prototype.

Results

The overall feedback was very positive. Users found the design to be highly usable.

System Usability Scale score: 83.8%

Desirability testing top 3 words: Organized, Personal, Convenient

We conducted affinity mapping to analyze the data from the task-based testing and interview portions of our evaluation. The conclusions are shown below.

Design Changes

Participants suggested a few design recommendations during evaluation:

  • Highlight a particular day’s icon/event because it is significant
  • Add tasks that do not add to the data visualisation
  • Show percentage of goal reached in data visualisation
  • Collapse columns on the side
  • Look at specific week’s tasks by interacting with graph

Based on the feedback received, we came up with 24 design ideas to augment our design. Some of them are mentioned below. I also realized that the color contrast of the design could be improved to augment readability and make the design more accessible.