SOLUTION - ‘SPUR-IT’
ETYMOLOGY :
‘SPUR’ :- a thing that prompts or encourages someone; an incentive. / give an incentive or encouragement to (someone). ‘IT’ :- refers to the goal the users / target audience aims to accomplish

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@adrika-cogent
SOLUTION - ‘SPUR-IT’
ETYMOLOGY :
‘SPUR’ :- a thing that prompts or encourages someone; an incentive. / give an incentive or encouragement to (someone). ‘IT’ :- refers to the goal the users / target audience aims to accomplish
4. DEVELOP (Prototyping) Developing and delivering Low and High Fidelity prototypes.
LOW -FIDELITY PROTOTYPES :-
2. HIGH- FIDELITY PROTOTYPES :-
3. WORKING PROTOTYPE :-
Link to the working prototype :
Created with Figma
DESIGN PROCESS
3. DESIGN (ideating solution) Ideating a solution that caters just the need of the potential users/target audience. An app that includes : - a Flexible To-Do / Goal List (Set your goals, can specify and plan ways to achieve them) (We all have our own journeys and should set our goals in accordance with own unique frame of reference) - Community of peers and partners (Watch and Learn) (Get motivated, try new skills and experiences) - Celebration of small successes and moves (Share photo/snap of your achievement and gain appreciations and even constructive feedback from your peers and partners)(Level Up, when sufficient points gained) - Constraint before reaching out to your next goal (Complete current goal before reaching out to the next) - Providing a reason for not being able to accomplish a goal (Embarks the feeling of responsibility ; no one, no condition, no behavior or circumstance is responsible/ accounts for you not meeting your goals) - Possible level degradation (An incentive to show you might fall down, the spirit and triumph is in the action of rolling back again and reaching even higher levels, backed up with comments to show the feeling of being supported and backed-up when u fall)
DESIGN PROCESS
Design Process Employed - The 4D Design Method 1. DISCOVER (understanding the target audience and empathizing with the users) Constraints : Limited Time (The time limit 24 hours puts a constraint; limits the source of recognition and empathizing with the users, hence, omits real-time observations and interviews of the target audience) (Reliance on passive sources of information, user research and opinions) Most people experience lack of motivation, laziness, setbacks at some point of the day (may be at work or at home) ‘Laziness’ is defined as “a person’s reluctance to perform a chore or an exercise despite having the ability to do it”, ‘Setback’ is defined as ‘something that happens that delays or prevents a process from developing’. General statements : “I can’t do it , I AM lazy” ; “I couldn’t come on time, BECAUSE...…” ; “Too LAZY to finish, still have tomorrow bruh” Lack of motivation, laziness, setbacks aren’t personality traits, they are more like BEHAVIOURS. Possible causes of such behaviors :- -Stress -Life changes -Underlying mental health conditions(like adjustment disorder or depression) -Avoidance of discomfort (whether its not wanting to feel bored when doing a mundane task or trying to avoid feelings of frustration by dodging a tough challenge, often the lack of motivation stems from a desire to avoid discomfort and the consequent uncomfortable feelings) -Self-doubt (When you think you can’t do something—or are convinced you can’t tolerate the distress associated with a certain task you’ll likely struggle to get started) -Lack of commitment to a goal (You likely won’t take action when you aren’t committed to your goal) -Fear of what people think or a desire to please everyone ‘Disability’ is defined as “a physical or mental condition that LIMITS a person's movements, senses, or activities”. Disability is a condition but acceptance and mindset is a choice. Productivity can still soar, all it requires - the right attitude, willpower and intention. Everyone - abled or disabled; struggles with motivation issues, laziness, setbacks at one time or another. The way of response to these is what matters. Being kind to oneself and experimenting with strategies is planned to be looked on further. 2. DEFINE Target audience identified : PWDs Teenagers (AGE : 15-28 yrs) ( major victims of laziness, procrastination and time mis-management) User Statements :- “I tend to work better when am with my peers” “I don’t have a choice, but be motivated when I have a deadline, and have to present something to my boss at the end of the day” “I feel motivated, when I have something to look forward to!!” “The closer I am to my goal, the more productive I am” “I see my peers working hard, I too feel the need- I should be a better version of myself” “I put extra efforts when am tend to be appreciated!!” Problem statement identified :- “ To design an app for the possible/potential users/target audience to help them overcome laziness, lack of motivation, setbacks and disabilities"