DESIGN NAME: Pacemaker
PRIMARY FUNCTION: Mobile App
INSPIRATION: During my college year, I was fortunate to receive valuable guidance, which navigated the academic year, enhanced my projects, and found a job. However, I did not want to attribute success solely to luck. Recognizing the strong aspirations of individuals who struggle to achieve their goals, I also came across stories of talented individuals facing financial hardships. This inspired me to build a bridge to connect and assist them on their journeys.
UNIQUE PROPERTIES / PROJECT DESCRIPTION: Pacemaker, the goal-focused mobile app, enhances user experiences by providing 1-on-1 mentors. These mentors play an important role in assisting users to reach their goals by maintaining motivation and direction. The app's design is grounded in a solid design system, rooted in meaningful research, wireframing, user testing, and prototyping. This process ensures a consistent, user-friendly experience, making it a valuable tool for goal achievement.
OPERATION / FLOW / INTERACTION: Key Feature 1. A user can select mentors for direct requests. Key feature 2. Whenever the user opens the app, it presents daily tasks and progress on the home screen. Key Feature 3. Once the user submits a task, a mentor will review it and leave feedback. The user will get a notification when the mentor leaves feedback. This app differs from coaching as the user already knows their objectives and is motivated to pursue them, increasing their chances of success.
PROJECT DURATION AND LOCATION: This project started in April 2021 in Seoul and after several developments, it finished in September 2023.
FITS BEST INTO CATEGORY: Interface, Interaction and User Experience Design
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PRODUCTION / REALIZATION TECHNOLOGY: Pacemaker is rooted in real-life challenges and thoroughly researched for deeper insights. The research highlighted that many face difficulties due to procrastination and lack of motivation. People invest time and money in job-seeking, often desiring mentorship. Our project's keywords are Communication, Personalization, Achievement, and Sustainability. We began with initial idea sketches, followed by Figma wireframes and user testing. The final step involved creating a prototype.
SPECIFICATIONS / TECHNICAL PROPERTIES: Pacemaker is designed for mobile application.
TAGS: Mobile design, ux, ui, mentor, mentee, planner,
RESEARCH ABSTRACT: This project started from personally experienced suffering. I wanted to know whether it was my own suffering or happening to others there are people like me. I collected data from news articles or research companies. According to the summary of research, the main factors that fail to achieve goals are difficulty in solving problems alone, such as procrastination and lack of will. In addition, people are investing a lot of money and time in job seeking, and many think they need a mentor.
CHALLENGE: My big concern was ensuring a user-friendly task input process. I dedicated significant effort to maintaining user engagement during goal achievement and easing the task-setting process. Especially, in the task description section, the app recognizes commas, naturally separating tasks. Moreover, it suggests categories based on goal input, encouraging consistency among users with similar goals. The text editor allows seamless free-form between users and mentors during task communication.
ADDED DATE: 2023-07-23 14:48:16
TEAM MEMBERS (1) : Hyangyoon Cho
IMAGE CREDITS: Image #1: Image Artboard Studio, Mobile, Unknown.
Image #2: Photographer Unsplash, Normal Formal, 2021.
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