DWELL

DWELL

OVERVIEW

THE PROBLEM

THE OPPORTUNITY

DISCOVERY & RESEARCH

THE CURRENT MARKET

THE CHALLENGE

DWELL'S KEY WORKFLOWS

DESIGN SYSTEM

FINAL PRODUCT

WHAT'S NEXT

LESSONS LEARNED



OVERVIEW

Tackling productivity with smart focus and beautiful simplicity.

Why do people feel unproductive despite working so many hours? I conducted research on the true meaning of productivity frustrations and prototyped a smart, quick, powerful assistant to help you do it all while feeling good.

ROLE

Product Designer

YEAR

2025

TOOLS

Figma, Miro

DELIVERABLES

Mobile App Design, User Research, Wireframes, Prototypes, User Testing

DWELL;

DWELL;

(verb) to remain for a time, or to keep the attention directed.


Merriam-Webster Dictionary

THE PROBLEM

The struggle is real. Productivity burnout affects almost half of the working population.

*Quotes from user interviews.

THE CURRENT MARKET

What are productivity apps and why do they help us?

THE OPPORTUNITY

The user research said…

too many tools exist in people's productivity lifecycle, but an overwhelming number of things to write down and remember where it was written, resulting in a loss of motivation.

So I thought…

there should be an automated, integrable,, and emotionally rewarding way to juggle multiple responsibilities and increase motivation.

And then I built…

a smart, multi-feature productivity app that feels simple, yet can automatically sort and create items, and is customizable to increase motivation and overall happiness.

DISCOVERY & RESEARCH

To understand productivity on a deeper level…

I conducted 1:1 interviews, data analysis from articles and studies, and an online survey.

KEY QUESTIONS

How do you stay productive?


How do you juggle multiple priorities?


What keeps you motivated to pursue your career goals or passions?


If you could have one magical tool today to help you with productivity, what would it be and why?


*Quotes from user interviews.

With gathered insights, I developed 3 user personas and broke down user problems into 3 categories:


(1) brain overload,

(2) work/life inbalance,

(3) and motivation meltdown.



The end goal is to de-clutter users' minds, help them organize with ease, and increase motivation.

With gathered insights, I developed 3 user personas and broke down user problems into 3 categories:


(1) brain overload,

(2) work/life inbalance,

(3) and motivation meltdown.



The end goal is to de-clutter users' minds, help them organize with ease, and increase motivation.

With gathered insights, I developed 3 user personas and broke down user problems into 3 categories:


(1) brain overload,

(2) work/life inbalance,

(3) and motivation meltdown.



The end goal is to de-clutter users' minds, help them organize with ease, and increase motivation.

THE CHALLENGE

So what?

Design something familiar but intuitive, powerful and easy to use.

KEY ACTIONABLE STEPS

(1) People use calendars almost daily, so prioritize this feature.


(2) Make task organization and input fast and simple for quick and easy interaction.


(3) Help users do more, quickly, reducing mental load with accessibility (eg. search bars, filters)


(4) Use visual aids for progress tracking and clean UI to create satisfaction and simulate motivation.

DWELL'S KEY WORKFLOWS

But… another tool to learn? Let's make this as easy as 1, 2, 3!

Quick, smart task input.

Users request commands and DWELL uses smart tasks and events to automatically create, schedules and sort your things to do according to date, priority, tags, and more.

INFORMATION ARCHITECTURE

I designed a system to help users create different task/event views and filters for ease of access through user testing, card sorting, and tree testing.

Hover over circles to see more insights.

Personalized, interactive onboarding.

This seamless, 3-step onboarding experience is focused on allowing users to directly interact with DWELL's features while learning about them.

DESIGNING THE ONBOARDING EXPERIENCE

STEP 1

->

STEP 2

->

STEP 3

High-fidelity onboarding user flow.
Onboarding user flow.
Low-fidelity wireframes.

The goal?

Reduce cognitive load, eliminate frustration, and make productivity feel effortless from the very first interaction.

DESIGN SYSTEM

What should it look like?

Clean, simple sans serif typeface with light and dark mode.

THE FINAL PRODUCT

Within 8 weeks, Dwell was born.

Built with 5 main features and user tested live through 1:1 video calls. Two more rounds of feedback led to this final iteration.

(1) VIEW & ADD TASKS

Tasks can be viewed at a glance in four different ways for efficiency and ease: All, Today, Late, and Scheduled.


Users may add tasks in one click from any page by tapping the "+" button.


Left screen: Add task

Right screen: View tasks

(2) IN-APP CALENDAR & DATE PICKER

The in-app calendar and date picker comes in handy for visual learners.

(3) STATISTICS AND FOCUS TRACKING

The statistics feature gives users a bird's eye view of their progress for users who want to zoom out.

(4) FOCUS TIMER

The pomodoro tool is helpful for users who want to do deep work and get several tasks done in one work session.


To maximize emotional satisfaction for users, nature sounds and colour customization are included.

(5) FOCUS SPACES

A 'Focus Space' is a space you want to focus on one aspect of your life.


The focus space allows users to prioritize and organize different facets of their life.


Light and dark mode available for users who want to personalize their space to increase motivation.

NEXT STEPS

What's next with DWELL?

Based on user feedback, these are features I would prioritize in order of importance and impact.

LESSONS LEARNED

My three learnings!

(1) Productivity isn't just about doing moreβ€”it's about doing what matters.


I didn't want to create just another reminder app, I wanted to inspire motivation and evoke emotional satisfaction for people. I had empathetic conversations with chronic multitaskers and job jugglers, which helped me tap into the unconscious part of our brains that reveal how and why we might feel productive or not.



(2) Simplicity is the hardest thing to design.


It's easy to throw in features, calendars, timers, trackers. But users don't need more tools; they need better ones. Simplicity doesn't mean less featuresβ€”it just means removing unnecessary friction and making powerful tools effortless. A great productivity app should remove stress, not add to it. Designing simplicity is an act of care.



(3) Research should challenge assumptions, not just validate ideas.


Early in the design process, it's easy to fall in love with an idea and have confirmation biases. But the most valuable insights come from being proven wrong. Great design isn't about defending ideasβ€”it's about evolving them! Every user insight should be a chance to refine, simplify, and rethink the experience for the better. 🌈


(1) Productivity isn't just about doing moreβ€”it's about doing what matters.


At first, I focused on task completion. But through research, I discovered something new: checking things off doesn't mean real progress. Users want to feel like they're moving forward in a meaningful way. Real productivity happens when people can look back and say, "I did that. I built something. I grew."


(2) Simplicity is the hardest thing to design.


It's easy to throw in features, calendars, timers, trackers. But users don't need more tools; they need better ones. Simplicity doesn't mean less featuresβ€”it just means removing unnecessary friction and making powerful tools effortless. A great productivity app should remove stress, not add to it. Designing simplicity is an act of care.


(3) Research should challenge assumptions, not just validate ideas.


Early in the design process, it's easy to fall in love with an idea and look for research that confirms it. But the most valuable insights come from being proven wrong. Great design isn't about defending ideasβ€”it's about evolving them! Every user insight should be a chance to refine, simplify, and rethink the experience for the better. 🌈

(1) Productivity isn't just about doing moreβ€”it's about doing what matters.


At first, I focused on task completion. But through research, I discovered something new: checking things off doesn't mean real progress. Users want to feel like they're moving forward in a meaningful way. Real productivity happens when people can look back and say, "I did that. I built something. I grew."


(2) Simplicity is the hardest thing to design.


It's easy to throw in features, calendars, timers, trackers. But users don't need more tools; they need better ones. Simplicity doesn't mean less featuresβ€”it just means removing unnecessary friction and making powerful tools effortless. A great productivity app should remove stress, not add to it. Designing simplicity is an act of care.


(3) Research should challenge assumptions, not just validate ideas.


Early in the design process, it's easy to fall in love with an idea and look for research that confirms it. But the most valuable insights come from being proven wrong. Great design isn't about defending ideasβ€”it's about evolving them! Every user insight should be a chance to refine, simplify, and rethink the experience for the better. 🌈

NEXT PROJECT

NEXT PROJECT

MOTUS