MakeTime

Giving users the tools they need to leave time for creativity with a social habit tracker.
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Project

  • Web App
  • Independent Study
  • 2 Months

Role

  • UX Reserach
  • UX/UI Design
  • Branding
  • Prototyping
  • Usability Testing

Toolkit

  • Figma
  • Adobe CC
  • Optimal Workshop

Creative hobbies are being blocked by time. 🕰️

Problem

While it may be easier than ever to be exposed to and experiment with potential new creative hobbies, this wide set of choices can make it more difficult to commit to continued learning or practice.

Solution

We discovered that users need something to help motivate them to turn a creative hobby into a creative habit.

My solution — MakeTime — is a social creative habit tracker that allows users to set goals and reminders, share and chronicle their work, join community challenges, and make a habit of being creative.

Discover
How did we get here?
Arriving at this solution required exploratory research to understand the problem space, empathize with users, and uncover their needs.
Research GOals

Seeking to understand creativity

Setting out, we wanted to understand what motivates people to pick up and continue learning creative skills/hobbies.

In order to direct our research we focused on answering three key questions:

Appeal

What draws people to creative hobbies?

Drive

What motivates them to continue practicing their creative hobbies?

Frustrations

What struggles do users attempting to learn a creative hobby face?

Secondary Research

Recent events have been a catalyst for increased interest in creative hobbies

Forgive me readers, we must briefly discuss 2020. Feel free to continue to the next section if that's not your bag.

Uncertainty and creativity

Interest in pursuing creative hobbies (and the number of creative hobbies themselves!) grows during times of uncertainty or disruption as the populace turns to activities that bring stability, distraction, community, and comfort.1

A study of pandemic hobbyists

In 2021, researchers K. F. Morse, Philip A. Fine, and Kathryn J. Friedlander conducted a large-scale international survey on leisure and well-being during COVID-192 with 3,827 participants.

Of the 243 unique activities identified in the survey, most of the top 10 most likely to increase and/or to be taken up as new activities during COVID-19 were creative activities.

charts showing acquisition of creative hobbies during COVID-19
Whether they were seeking new hobbies or rediscovering old ones, survey participants were eager to practice creativity.
87.1% of participants in this study indicated that they hope to continue their hobbies after the pandemic
Even with the world opening up, participants were eager to continue their creative endeavors
Competitor Analysis

We uncovered an opportunity space between learning tools and habit tracking tools

To compliment this secondary research on hobbies and habits we conducted a competitive analysis that included both habit-tracking and skill-acquisition focused competitors.

HabitShare logo
Habit Share
Strengths
  • Social and chat functions.
  • Private and public habit tracking.
  • Share habits with friends.
Weaknesses
  • Dated interface.
  • Lack of customization.
productive logo
Productive
Strengths
  • Personalized onboarding.
  • Articles and advice.
  • Built in challenges with timelines
Weaknesses
  • Steep paywall is alienating to casual users.
duolingo logo
Duolingo
Strengths
  • Gamification of learning.
  • Personalizing learning goals.
  • Social Learning.
Weaknesses
  • Lack of supplemental materials for learners who need more guidance.
  • Streak applies pressure.
Udemy
Strengths
  • Huge variety of courses.
  • At-a-glance curriculums.
  • Instructor led.
Weaknesses
  • Content quality varries considerably.
  • Asynchronous learning.
  • Cost-per-course.
User Interviews

Creative questions for creative people

What better way to understand potential users and the problems they face then to talk to them directly.

After screening for individuals who either currently have a creative hobby or an interest in obtaining one, we conducted eight, remote, hour-long, interviews with participants ages 27-60.

  1. How would you describe creativity?
  2. Tell me about some of your creative hobbies… OR Creative hobbies/crafts you’ve tried.
    • What drew you to that/those?
    • How did you get started learning it?
    • Why or how is it important to you?
  3. What was the last creative project you finished that you felt proud of? What was the process of creating it like?
    • Where did you get the idea?
    • Did you learn anything new while working on it?
  4. Tell me about the early days of learning your hobby...
    • In what ways do you feel you have improved since you first picked it up?
    • What helped you most on your learning journey?
  5. Tell me a time that you felt stuck when trying to learn. How did you break out of that or overcome that feeling?
  6. To you, what is the most exciting thing about learning a new skill? What about the most frustrating thing?
  7. After chatting with me, does your description of creativity differ or do you have anything to add?
Define
Synthesizing the data from my research to identify primary users and the problem we can solve for them.
Affinity Mapping

Users are looking for fun but are hindered by time

By breaking apart insights from the individual interviews and reassembling them with affinity mapping we were able to identify some notable trends and patterns.

Key Motivators
    • Finding Fun
    • "It's been fun to learn something...and not take it too seriously."
    • Work/Life Balance
    • "I'd like to use my brain to do something that isn't work."
    • Creating something
    • "[I want to be] proud enough to gift it to a friend or family member."
Key Frustrations
    • Time management
    • "It's the crisis of any creative person: 'I haven't used this time"
    • Lack of follow-through
    • "I'm always setting goals for myself and rarely meeting them"
    • Lack of inspiration
    • "The biggest struggle I have is that I don't know what to do?
Personas

A vision of who we can help

We came out of affinity mapping with three interlocking user personas.

It's true, three is a lot of people to design for! However these three users speak to the longterm lifespan of a creative tool. A dabbler who is just starting out; a lapsed hobbyist who is unsure how to make time; and a creative expert, the aspirational goal and someone this product would hopefully remain relevant for, despite their expertise.
Arriving at the problem

How can we help?

Users with an interest in creative hobbies need help finding time and energy to explore their personal creativity because their busy work and life schedules make it difficult to leave space for themselves.

How might we motivate users to commit time to their creative hobbies?

Develop
Now, with a defined problem and users, it was time to think big and brainstorm solutions while building roadmaps for the future.
Ideation

Thinking around the problem

Things are staring to take shape. In order to take the idea from brainstorming to design I created a sitemap.

Eventually, we determined that the most impactful solution would focus on giving my distracted users a tool to schedule time, receive customized reminders, and track their progress. we decided to also explore adding a social element to add extra accountability, something my interview subjects sought.

Sitemap

Everything in its place

Things are staring to take shape. In order to get everything in place to take the idea from brainstorming to design we created a sitemap.

a photo of labeled notecards for card sorting

Thought we were done talking to the users? Think again!
In order to put things in useful places on this sitemap we ran 10 unmoderated card sort tests. Here are some of the insights:

  • Explore (public focused) and User Dashboard (user focused) were the easiest for participants to categorize — awesome!
  • Participants had difficulty distinguishing between Profile and User Dashboard — refine what features go in each!
  • Participants who added categories modeled educational content (tutorials, resources) and community content (Find friends, gallery, challenges) differently — these should be distinct areas!
Task Flows

Groundwork for testing

With the sitemap in hand, the next step was outlining key user flows which would become the basis for validating the product features via user testing.

Wireframes

Visualizing the solution

Quick, rough, sketches and a bit of time in the garden allowed for rapid iteratation on ideas and patterns as the product began to take shape.

We then turned to Figma to build out the sketches into mid-fidelity wireframes of the flows, creating a roadmap for building UI components, mapping branding and colors, and returning to the users to test the solution.

a photo of a backyard garden table where sarah was working on low fidelity wireframes
It's important to go outside sometimes.
Deliver
Bringing everything together into a working prototype for more testing and priority revisions.
Branding and Components

Crafting a brand identity

Logo & name

Creative, friendly, social, crafty, organized, inspirational, fun, relaxing... can we achieve all those key words with branding? We gave it a shot.

It was key that the branding be non-obtrusive so that UCG could take center stage and we took inspiration from calendars and bullet journals to acknowledge the non-tech solutions to creative time management.

logo development for maketime
A ball of yarn, or as some may say, a "pre-sweater"

User interface

In order to create design consistency, construct a working prototype, and ultimately aid development. We built a library of UI elements for the app now named: MakeTime.

component set for maketime
Click to open a full sized image of these wireflows in a new window.

Here's a look at those components in action:

Before
After
Key Screens

Adding a hobby

MakeTime allows users to add and track creative hobbies. They can set reminders, customize tracking, post journal entries, upload photos to see their progress, and share with others.

Completing and skipping

MakeTime knows that it's users — like our core persona, Nora — are busy. Swipe gestures make it easy to complete or skip a scheduled hobby on the go. No angry streak breaking notifications, no pressure!

Logging your progress

Studies show habits benefit from accountability, whether to yourself or others. With MakeTime, users can post progress updates at any time. Plus, they can view updates and get inspiration from their friends and the broader community of creative hobbyists.

Iterations

Applying feedback from usability tests

The core experience loops of MakeTime are creating trackable hobbies & logging progress with them.

We conducted 5 user tests and to observe: completion rate, overall satisfaction, and any outstanding usability issues.

User reaction was most positive and did uncover a few areas for improvement:

Updated how hobbies appear on the main user dashboard.

Why? This accommodates for the active day as well as any repeating hobbies and will give users a more complete view of their hobbies and better reflects the variety of tracking and scheduling options available to them in the creation form.

Reordered elements of the “New Hobby” form.

Why? Feedback and testing indicated that users had difficulty understanding how certain elements were associated.

Added Multiple Success Markers.

Why? Users sought confirmation that their task was complete. Adding indicators on new posts and as a dismissible flag gives users visual feedback on the task they just completed.

Go ahead, make time. 🧶

Explore the prototype here:

Next Steps

Where do we go from here?

  • Return to the users for further testing of iterated flows
  • Handoff to devlopers
  • Launch product and continue to make agile iterations based on user feedback.
Reflection

My time making time

  • Think big, design specific. Scope constraints can feel like a curse but starting too broad causes frustrations of its own. This project was a great exercise in learning how to narrow in on a subject. I entered research thinking about hobbies generally and exited thinking about creativity specifically - it was only then that the direction solidified.
  • If I had more time: These core flows focus on adding and updating hobbies - qualitative elements - but a key element of the experience would be the representative charts and graphs that quantify users habits. I would love to dig into the data visualization side of habit tracking.

Thanks for reading!

Questions? Comments? Ideas? Get In touch.