Tidy Time
Cleaning apps emphasize scheduling but overlook actually motivating users to clean, a gap our product aims to fill.
Lean UX project for Interactive design class at Kennesaw State University
Client
Kennesaw State University
Start Finsih
10/3/2023 - 11/28/2023
Meet the Team
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Sarah Pearson
Team lead
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John Grundorf
DESIGNER
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Matthew McNair
DESIGNER
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Gahyun Kim
DESIGNER
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Justin Graham
DESIGNER
Process
The project was aimed at solving the problem that users had becoming motivated to clean. We felt that motivation was a big part of the cleaning process that was often overlooked when I came to cleaning applications, or just cleaning in general. We came up with two proto-personas who would be the users of our service, Dirty Dan and Dirty Diana. Dirty Dan is lazy, has bad time management and overall not very motivated. Dirty Diana is a clean freak mother who wants to clean but is very busy. Our solution was to be modeled around these two personas.
Brainstorm
A couple of ideas that the group came up with as to how the product should look.
Personas
The two personas were representations of people that would be using our application. They both have different needs and cleaning styles. They also belong to different age groups to ensure an enjoyable experience for everyone.
Once we figured out our different personas we started to brainstorm different hypothesis statements for those personas, so that we knew how to measure our success.
Hypothesis
Risk and Value
We created a diagram from the different hypothesis that prioritized each outcome based on risk and value. The ones perceived as high risk and high value were ideal for testing along with a couple others if we had time left over.
Affinity Mapping
Throughout this process we took various notes and organized them into groups that could help us in our product development. We did this for every interview until we built a strong understanding of what the users wanted and didn’t want.
Our team spent 3 weeks coming up with solutions to the cleaning motivation problem and doing user testing on different aspects of our design.
The first experiment that we conducted was of the notification system for the product. We wanted to see if users would be more motivated through dismissible notifications or non dismissible ones. We sent three different tasks with both notification styles throughout the week and came to the conclusion that non-dismissible notifications where the user would only have the choice to reschedule were better.
The next week we spent conducing experiments on the timer aspect of our product. We felt it would be more effective if users were able to see how long a task would take to complete based on a timer and if that would motivate them more. We invited three volunteers into a dirty room and had them clean it using a timer and interviewed them about the process and found that the timer was effective.
Sprint 1
Sprint 2
The next three weeks were spent doing more user testing and finalizing the product.
The first experiment in sprint two was aimed at the leaderboard aspect of our product. We thought it would be fun and motivating for users to compare their cleaning times to others. We invited a three more volunteers in to clean off a whiteboard in our classroom and recorded their times through our application. Each person was able to see the times of others before completing the task. We found out that the users weren’t really motivated by the times of people that they didn’t know but were more so by their friends.
The next week we did basic user testing of our application as a whole and refined any changes that needed to be made. We took into account the things that users had said about out product in general while we were doing the testing like making the app more visually appealing and replacing the reward system for completing tasks, which was previously a star, to coins.
The Solution
What we came up with is an app that motivates users to clean through gamification while also serving as a time scheduling app.