Task U
The pandemic was tough, especially for college students, impacting their mental and physical well-being. Rutgers University tasked us with designing a supportive solution.
Our team created Task U, an app that helps you plan events with friends, check in by uploading photos for accountability, and earn points redeemable for discounts at Rutgers stores.
Scope: Intro to UX Course
Duration: 5 Days
Role: Lead UX Research, Feature Ideation & Design, Prototyping
Team: Group Project (Team of 5)
Tools: Figma, Miro, Illustrator
My team and I needed to address how the pandemic disrupted Rutgers students' academic and personal goals, impacting their aspirations and well-being.
Problem:
Goal:
Our goal was to enhance mental and physical well-being and strengthen connectivity within the Rutgers campus community.
We aimed to empower users with effective time management skills for a more enjoyable and balanced life.




Research:
My team and I explored how stress affects Rutgers students, their mental and physical well-being, and their views on changes due to the pandemic. I led interviews with 15 students, and we used their feedback to create personas reflecting their experiences. Based on these personas, we prepared a journey map for Brianna to analyze her daily routine.


We developed initial concepts and shared storyboards filled with our ideas. Through team discussions, we refined these concepts. We then created digital wireframes, starting with a basic layout and enhancing it with colors and aesthetics inspired by our storyboards.
The chosen color palette is displayed to ensure visual consistency with our design concepts.
Ideation:


Solution:
We developed "Task U" to support Rutgers University students. The app helps users find nearby events, earn points through photos for Rutgers discounts, and stay connected with campus activities and friends.
Our goal is to enhance organization and enjoyment at Rutgers while supporting academic and personal goals. The wireframes demonstrate how these features are structured within the app’s design.
Testing:
We conducted A/B testing with Rutgers students who were different from our initial interviewees, offering fresh perspectives that led to significant usability improvements. We aimed to assess how easily users could add events, whether seeing friends' activities motivated them and if they preferred quick check-ins or reminders. Feedback included suggestions for a more engaging homepage, insights on rewards, and recommendations for enhancing social interactions.

"Design friendly and easy to navigate."
- Participant 1

"Love the organization and colors.
Very engaging app!"
- Participant 2

"Nice UI, would've loved more insights into rewards feature."
- Participant 3
Conclusion: