Difference between revisions of "Levelist"
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• Push notifications and goal setting to maintain engagement | • Push notifications and goal setting to maintain engagement | ||
=Contextual Inquiry= | =Contextual Inquiry= | ||
− | '''Main Objectives''' | + | '''Main Objectives''': |
− | To investigate how university students manage their academic and personal tasks, and assess the potential effectiveness of gamification elements—like streaks, levels, and rewards—in enhancing motivation and task completion. The ultimate goal is to use this insight to inform the feature design and user experience of the Levelist app | + | To investigate how university students manage their academic and personal tasks, and assess the potential effectiveness of gamification elements—like streaks, levels, and rewards—in enhancing motivation and task completion. The ultimate goal is to use this insight to inform the feature design and user experience of the Levelist app. |
+ | |||
+ | '''Method''': | ||
+ | |||
+ | This contextual inquiry was conducted remotely using a structured online survey designed in Google Forms. The survey aimed to replicate the reflective depth of in-person inquiry by prompting university students to think critically about their task management behaviors, motivations, and preferences. The questionnaire consisted of 20 items, divided into four sections: general task management habits, motivation and engagement, gamification preferences, and desired app features. It incorporated a mix of multiple-choice, Likert scale, and open-ended questions to gather both quantitative data and qualitative insights. Students were asked about their current task tools, prioritization strategies, satisfaction with task completion, and exposure to gamified apps like Duolingo or Habitica. They also reflected on how features such as streaks, progress bars, and digital rewards might affect their engagement. The survey was distributed online via class groups, social platforms, and university mailing lists to ensure broad, convenient access, and was designed to be completed in approximately 10 minutes. |
Revision as of 14:17, 2 June 2025
Description
About
Objectives & Goal of the App:
To develop a user-centric task management app tailored to university students that streamlines personal and academic organization through intuitive design and engaging gamification features, ultimately promoting consistent task completion and productivity.
Mainly focus on these areas: 1.Enhance Productivity: Help users manage academic and personal tasks more efficiently by providing a centralized and flexible planning tool. 2.Boost Engagement: Incorporate gamification elements such as streaks, rewards, and progress tracking to motivate consistent use and increase task completion rates. 3.Improve User Experience: Offer a simple, clutter-free interface that supports quick task entry, prioritization, and review from any device, at any time. 4.Gather Behavioral Insights: Collect usage data and feedback to continually refine features based on real user needs and behaviors. 5.Support Academic Success: Align features with student workflows (e.g., deadlines, study sessions, group work) to help manage coursework and reduce procrastination. 6.Ensure Accessibility: Provide a seamless experience across devices, ensuring students can manage tasks wherever they are.
Similar App
1.Habitica
Description: Habitica is a productivity app that turns your daily tasks and to-dos into a role-playing game (RPG). Users create avatars and earn rewards for completing real-life tasks like homework, studying, or exercising. You lose health for missing tasks and gain experience points and gold for staying productive. The app includes features like streaks, party quests, and in-game rewards to encourage consistency and accountability.
Key Features: • Gamified task and habit tracking • Customizable avatars • In-app rewards and penalties • Group challenges and social features
Relevance: Habitica blends gamification with task management, making it a good benchmark for your app’s engagement and motivational goals.
1.Todoist
Description: Todoist is a widely used task management app that offers powerful tools for organizing personal and professional tasks. While it doesn’t rely heavily on gamification, it provides a clean interface, task prioritization, recurring reminders, and productivity visualizations such as a “karma” system that rewards consistent use and completion of tasks.
Key Features: • Task organization with projects, labels, and priorities • Recurring tasks and due dates • Productivity tracking with “Karma” points • Cross-platform syncing
Relevance: Todoist is a leader in usability and productivity tracking, offering a minimal design while still encouraging consistent use through its Karma system—an example of subtle gamification.
3. Duolingo
Description: Duolingo is a language learning app that uses gamification to make education fun, addictive, and consistent. Users learn through short, interactive lessons while earning points (XP), maintaining streaks, leveling up, and unlocking rewards. The app’s design focuses heavily on habit formation and motivation through visual progress indicators, leaderboards, and in-app currencies.
Key Features: • Gamified learning: XP, streaks, levels, and achievements • Daily goals and reminders • Progress tracking with skills trees • Leaderboards and friend challenges • In-app currency (Lingots/Gems) to unlock perks • Friendly, colorful design to reduce learning anxiety
Relevance : Duolingo is a strong model for: • Daily streaks to promote habit consistency • Reward systems to keep users motivated • Progress bars and levels to provide a sense of achievement • Push notifications and goal setting to maintain engagement
Contextual Inquiry
Main Objectives: To investigate how university students manage their academic and personal tasks, and assess the potential effectiveness of gamification elements—like streaks, levels, and rewards—in enhancing motivation and task completion. The ultimate goal is to use this insight to inform the feature design and user experience of the Levelist app.
Method:
This contextual inquiry was conducted remotely using a structured online survey designed in Google Forms. The survey aimed to replicate the reflective depth of in-person inquiry by prompting university students to think critically about their task management behaviors, motivations, and preferences. The questionnaire consisted of 20 items, divided into four sections: general task management habits, motivation and engagement, gamification preferences, and desired app features. It incorporated a mix of multiple-choice, Likert scale, and open-ended questions to gather both quantitative data and qualitative insights. Students were asked about their current task tools, prioritization strategies, satisfaction with task completion, and exposure to gamified apps like Duolingo or Habitica. They also reflected on how features such as streaks, progress bars, and digital rewards might affect their engagement. The survey was distributed online via class groups, social platforms, and university mailing lists to ensure broad, convenient access, and was designed to be completed in approximately 10 minutes.