SCOPE: Interactive Hi-Fidelity Prototype

DURATION: 2 weeks

OBJECTIVE: Design a "Connected Home Solution"

ROLES: Research, User Interviews, Ideation, Sketching, Usability Testing, Prototyping, Branding

TOOLS: Sketch, InVision

CONTEXT: Mock client, group project

PROTOTYPES: Desktop  |  Mobile


Sometimes there are many demands on people in and outside of the home that need to be managed. What kind of connected home solution dramatically improve the everyday experience of a young family? In this project, we designed an experience that would improve this.


Out initial research plan was designed to address four areas of inquiry:

  • Discover potential core users, current practices
  • Advantages and drawbacks of current solutions
  • Establish potential need for “connected solution”
  • Potential applications

Our research then set out to study behaviors of urban families and couples to understand their day-to-day needs in order to explore a solution which can assist users in organizing and executing a wide range of daily tasks in a seamless manner.



Our research concentrated on three areas:

.• Market condition analysis
• .User surveys
• .One-on-one interviews with users


We began our research by investigating current solutions people use to manage the daily demands they encounter, and weighing the benefits and drawbacks of each. They included Habitica, IFTTT (If this, then that), and Wunderlist. The applications were the closest competitors to the solution we were trying to target and we decided to analyze and isolate what qualities made these applications unique.



Our user survey, completed by nearly 40 respondents began to identify some key user groups and some common themes in terms of challenges faced in most households.



We conducted 16 one-on-one interviews about the issues of time and task management. Through these interviews, we were able to pinpoint these following things:

Who are our user group is  •  What problems exist  •  The solution to these problem



After conducting our research a consistent pattern emerged and we established our core users:

Young Couples: Focusing on 22-35.

City Dwellers: People who live within the city and are used to the daily urban grind.

Tech Savvy: People who normally can't live a day without their phone or a connection to some sort of electronic device. They seek out the latest and greatest tech when it first appears in the marketplace.

New Place/New Relationship: People who have recently moved in with their significant other within two years.



Based on this data and anecdotal information from our user research we established personas that would guide us through the design process:


We wanted to develop a solution that should:

  •   Assist new couples in organizing and simplifying household
    duties and scheduling
  •   Add some sort of element of fun to mundane tasks and responsibilities
  •   Provide a platform that could be assessed from a multitude of electronic devices
  •   Acknowledgment of tasks and success with rewards

We created a mobile application, as well as a desktop application that updates and integrates across these two platforms. This would resonate with a tech savvy couple and would take the problem of ubiquity off the table.


We decided to set these applications up as a game, which would add a sense of competitiveness and fun to the everyday task. Badges and rewards would be distributed based on productivity over the day, week and/or month. It would keep track of how many people are doing what tasks and will keep collecting data over the span of time so that both people are aware of other people’s tasks.


We’ve found that the focus user we’ve identified needs a way to manage procrastination and divide ownership of responsibilities in order to provide peace of mind in their home environment.

Urban couples that have just recently moved in with each other are still learning about their home habits. They haven’t figured out how to share or divided at daily tasks, plan around busy schedules, or effectively assigning accountability.


In an initial iteration session, we explored some of the concerns that were consistent in our user research.
They were:

Lack of Equity  •  Lack of Communication  •  Lack of Ubiquity •  Forgetfulness  •  Procrastination



Therefore we began to explore some questions such as:

How might we divide ownership of responsibilities or manage procrastination for a tech savvy urban couple?

How might we eliminate points of conflict between new couples when it comes to simple household responsibilities?

When a person accomplishes the tasks and notes it with the application, the other participant can see it and send a quick thank you, kiss, high five or other whimsical recognition. The reward system, record keeping, and quick message sending would address the challenges of equity and communication.


We went about tackling the forgetfulness and procrastination that users faced by putting in a reminder system that didn’t seem annoying. We went about this by showing a progression of each person’s activity on a day-to-day basis, as well as merging the tasks and schedule of both participants in on convenient “home team” location.


We also created a feature — a countdown function — that players could opt out or opt in on. This would create a notification countdown that would change color from green to red as it got closer and closer to a particular tasks or event due date.