Memento: Mobile App MVP to redefine productivity



Role: UX Designer, User Researcher

Timeline: 8 weeks

Team:
Carolyn Qu
-  BS Symsys,  MS CompSci at Stanford
Theo Schmidt - BS/MS CompSci at Stanford
Graciela Smet - BS Product Design, MS CompSci at Stanford
In an era of constant stimulation, it becomes challenging to set intentional goals and make meaningful memories. Memento aims to offer users a space focused on growth and reflection, rather than productivity and task completion. 

This project was for Stanford University’s Human-Computer Interaction Class in winter 2021. The MVP won “Most Personally Impactful Project” out of 120+ students.




Discovery

Emphasizing  We talked to six diverse individuals, ranging from a new mom from Virginia, to a college junior recovering from substance abuse to a student athlete from Penn.

From these interviews, we identified a couple key themes: 
  • the importance of distinguishing between controllable and uncontrollable factors
  • the impact of media consumption and sleep on perceived productivity

Mapping tensions, contradictions, and surprises in our conversations helped us visualize opportunity areas.

After talking to Brion, we realized that college students desire a sense of control. But they want that without adhering to a strict routine.

Brion was a FLI student at Wisconsin University living at home with his father with no means of transportation.
User personas helped us generate insights and potential needs.



Design 

How Might We’s?
We generated 3 experience prototypes based on our HMW’s.

Testing these prototypes, key insights emerged, leading to the combination of "Funnel" and "Rememory" into a cohesive design that shifts focus from task completion to long-term personal growth and reflection. 

Our concept video below helped us ground our brainstorming ideas.



Low-fi Exploration

Med-fidelity Prototypes - Figma Link



Delivery

The final prototype was developed using React Native and Expo. We Wizard of Oz’d visions and mementos to give users a realistic interaction experience. With the prototype, users could: 
  1. set long-term goals
  2. track personal progress
  3. practice reflection


The best way to complain is to design.

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