Prododo
Your Personalized Productivity Game
Role
Product Design Lead
UX Design
Research
Timeline
Dec 2022 – May 2023 (5 months)
Team
Keiver Bencomo, Adam Bi, Justin Sukomol, Jessica Kuo
Tools
Figma
Figjam
Illustrator
Problem
How might we design a productivity app that leverages the brain's dopamine reward cycle to enable personalized habit formation and enhanced workflow control?
Most productivity apps fail to sustain engagement because they don't align with natural habit formation. As a college student, I've struggled to find systems that keep me accountable without feeling rigid or uninspiring. My peers also report difficulties managing time and staying focused, often burning out from inefficient methods.
The good news? Psychological principles show us how to create stronger habits. Based on this, I wanted to explore leveraging the brain's dopamine reward cycle to help users manage productivity better.
Solution
A gamified experience that incorporates personalization and gamification to increase a user’s motivation for productivity and promote user retention.
Home Screen & Progress System
Study Map & Session Setup
In-Session Interface
Research
Productivity is a personal experience: a user’s experience must be supported rather than forcefully shaped.
After performing literature review and researching the Candy Crush Effect (how games use ludic loops to reinforce positive behaviors through dopamine stimulation) I conducted a 12-question survey distributed through University of Washington Slack, Discord, LinkedIn, and Instagram. The survey collected quantitative and qualitative data on students’ productivity habits, struggles, and their experience (or lack thereof) with productivity apps. The key findings included:
I conducted 13 interviews, focusing on understanding what motivates users to be productive, their pain points with current methods, and how they define success with productivity. Through affinity mapping, I synthesized responses into three major themes:
1
Productivity is personal
2
Motivation is driven by emotion, not just logic
3
Gamification needs to feel meaningful, not forced
Ideation
Balancing research-driven decisions while creating engaging gamification.
To address users' need for personalization, I worked on creating a system that adapts to different work styles rather than enforcing rigid structure. I focused on individual achievement-based gamification instead of competitive elements, allowing users to engage naturally with productivity.
Inspired by Candy Crush's ludic system, I introduced a traveling Dodo character that provides visual progress tracking, responding to users' emotion-driven motivation and the effectiveness of seeing accomplishments.
To make gamification feel meaningful rather than forced, users collect Dodo companions through consistent study sessions, creating long-term engagement instead of relying on arbitrary points or badges. A/B testing helped refine these ideas. Deciding to remove a traditional navigation bar for example helped improved focus and usability, making the app feel more intuitive.
Style Guide
Reflection
Looking at leadership, collaboration, and the design process.
The opportunity to pitch an idea to Design for America, get approval, and build my own design team was a dream come true. Initially, having all eyes on me for answers was intimidating, but I’m proud of how I quickly adapted to my role and responsibilities.
As someone with a research background, I was thrilled to insist on a data-driven approach as it’s something I’ve seen overlooked in other projects. Tying our design choices to psychological principles ensured we met user needs while maintaining an engaging experience.
Collaborating with a team of designers with different experience levels taught me how to align perspectives, facilitate discussions, and balance structure with creativity. Since all team members were students at the University of Washington, scheduling and differing work paces also required active coordination. One of my biggest takeaways was learning the importance of design system consistency, as early component creation would have saved time and ensured cohesion.
What I Would Do Differently:
The stats, calendar, and tasks sections were a bit overlooked and ended up lacking the same polish as the rest of the app. Even though they weren’t as exciting to design, they were critical for usability and should have been prioritized earlier.
Despite the challenges, seeing Prododo come to life through collaboration, research, and iteration was incredibly rewarding. This project reinforced my passion for bridging psychology and design and I look forward to applying these lessons in future work!
Prododo
Your Personalized Productivity Game
Role
Product Design Lead
UX Design
Research
Timeline
Dec 2022 – May 2023
(5 months)
Team
Keiver Bencomo,
Adam Bi, Jessica Kuo, Justin Sukomol
Tools
Figma
Figjam
Illustrator
Problem
How might we design a productivity app that leverages the brain's dopamine reward cycle to enable personalized habit formation and enhanced workflow control?
Most productivity apps fail to sustain engagement because they don't align with natural habit formation. As a college student, I've struggled to find systems that keep me accountable without feeling rigid or uninspiring. My peers also report difficulties managing time and staying focused, often burning out from inefficient methods.
The good news? Psychological principles show us how to create stronger habits. Based on this, I wanted to explore leveraging the brain's dopamine reward cycle to help users manage productivity better.
Solution
A gamified experience that incorporates personalization and gamification to increase a user’s motivation for productivity and promote user retention.
Home Screen & Progress System
Study Map & Session Setup
In-Session Interface
Research
Productivity is a personal experience: a user’s experience must be supported rather than forcefully shaped.
After performing literature review and researching the Candy Crush Effect (how games use ludic loops to reinforce positive behaviors through dopamine stimulation) I conducted a 12-question survey distributed through University of Washington Slack, Discord, LinkedIn, and Instagram. The survey collected quantitative and qualitative data on students’ productivity habits, struggles, and their experience (or lack thereof) with productivity apps. The key findings included:
I conducted 13 interviews, focusing on understanding what motivates users to be productive, their pain points with current methods, and how they define success with productivity. Through affinity mapping, I synthesized responses into three major themes:
1
Productivity is personal
2
Motivation is driven by emotion, not just logic
3
Gamification needs to feel meaningful, not forced
Ideation
Balancing research-driven decisions while creating engaging gamification.
To address users' need for personalization, I worked on creating a system that adapts to different work styles rather than enforcing rigid structure. I focused on individual achievement-based gamification instead of competitive elements, allowing users to engage naturally with productivity.
Inspired by Candy Crush's ludic system, I introduced a traveling Dodo character that provides visual progress tracking, responding to users' emotion-driven motivation and the effectiveness of seeing accomplishments.
To make gamification feel meaningful rather than forced, users collect Dodo companions through consistent study sessions, creating long-term engagement instead of relying on arbitrary points or badges. A/B testing helped refine these ideas. Deciding to remove a traditional navigation bar for example helped improved focus and usability, making the app feel more intuitive.
Style Guide
Reflection
Looking at leadership, collaboration, and the design process.
The opportunity to pitch an idea to Design for America, get approval, and build my own design team was a dream come true. Initially, having all eyes on me for answers was intimidating, but I’m proud of how I quickly adapted to my role and responsibilities.
As someone with a research background, I was thrilled to insist on a data-driven approach as it’s something I’ve seen overlooked in other projects. Tying our design choices to psychological principles ensured we met user needs while maintaining an engaging experience.
Collaborating with a team of designers with different experience levels taught me how to align perspectives, facilitate discussions, and balance structure with creativity. Since all team members were students at the University of Washington, scheduling and differing work paces also required active coordination. One of my biggest takeaways was learning the importance of design system consistency, as early component creation would have saved time and ensured cohesion.
What I Would Do Differently:
The stats, calendar, and tasks sections were a bit overlooked and ended up lacking the same polish as the rest of the app. Even though they weren’t as exciting to design, they were critical for usability and should have been prioritized earlier.
Despite the challenges, seeing Prododo come to life through collaboration, research, and iteration was incredibly rewarding. This project reinforced my passion for bridging psychology and design and I look forward to applying these lessons in future work!
Prododo
Your Personalized Productivity Game
Role
Product Design Lead
UX Design
Research
Timeline
Dec 2022 – May 2023
(5 months)
Team
Keiver Bencomo,
Adam Bi, Jessica Kuo, Justin Sukomol
Tools
Figma
Figjam
Illustrator
Problem
How might we design a productivity app that leverages the brain's dopamine reward cycle to enable personalized habit formation and enhanced workflow control?
Most productivity apps fail to sustain engagement because they don't align with natural habit formation. As a college student, I've struggled to find systems that keep me accountable without feeling rigid or uninspiring. My peers also report difficulties managing time and staying focused, often burning out from inefficient methods.
The good news? Psychological principles show us how to create stronger habits. Based on this, I wanted to explore leveraging the brain's dopamine reward cycle to help users manage productivity better.
Solution
A gamified experience that incorporates personalization and gamification to increase a user’s motivation for productivity and promote user retention.
Home Screen & Progress System
Study Map & Session Setup
In-Session Interface
Research
Productivity is a personal experience: a user’s experience must be supported rather than forcefully shaped.
After performing literature review and researching the Candy Crush Effect (how games use ludic loops to reinforce positive behaviors through dopamine stimulation) I conducted a 12-question survey distributed through University of Washington Slack, Discord, LinkedIn, and Instagram. The survey collected quantitative and qualitative data on students’ productivity habits, struggles, and their experience (or lack thereof) with productivity apps. The key findings included:
I conducted 13 interviews, focusing on understanding what motivates users to be productive, their pain points with current methods, and how they define success with productivity. Through affinity mapping, I synthesized responses into three major themes:
1
Productivity is personal
2
Motivation is driven by emotion, not just logic
3
Gamification needs to feel meaningful, not forced
Ideation
Balancing research-driven decisions while creating engaging gamification.
To address users' need for personalization, I worked on creating a system that adapts to different work styles rather than enforcing rigid structure. I focused on individual achievement-based gamification instead of competitive elements, allowing users to engage naturally with productivity.
Inspired by Candy Crush's ludic system, I introduced a traveling Dodo character that provides visual progress tracking, responding to users' emotion-driven motivation and the effectiveness of seeing accomplishments.
To make gamification feel meaningful rather than forced, users collect Dodo companions through consistent study sessions, creating long-term engagement instead of relying on arbitrary points or badges. A/B testing helped refine these ideas. Deciding to remove a traditional navigation bar for example helped improved focus and usability, making the app feel more intuitive.
Style Guide
Reflection
Looking at leadership, collaboration, and the design process.
The opportunity to pitch an idea to Design for America, get approval, and build my own design team was a dream come true. Initially, having all eyes on me for answers was intimidating, but I’m proud of how I quickly adapted to my role and responsibilities.
As someone with a research background, I was thrilled to insist on a data-driven approach as it’s something I’ve seen overlooked in other projects. Tying our design choices to psychological principles ensured we met user needs while maintaining an engaging experience.
Collaborating with a team of designers with different experience levels taught me how to align perspectives, facilitate discussions, and balance structure with creativity. Since all team members were students at the University of Washington, scheduling and differing work paces also required active coordination. One of my biggest takeaways was learning the importance of design system consistency, as early component creation would have saved time and ensured cohesion.
What I Would Do Differently:
The stats, calendar, and tasks sections were a bit overlooked and ended up lacking the same polish as the rest of the app. Even though they weren’t as exciting to design, they were critical for usability and should have been prioritized earlier.
Despite the challenges, seeing Prododo come to life through collaboration, research, and iteration was incredibly rewarding. This project reinforced my passion for bridging psychology and design and I look forward to applying these lessons in future work!