Project proposal:
When it comes to scheduling applications, a problem we have noticed is the lack of incentive to enter new appointments and commitments. Scheduling applications usually just have the normal CRUD (create, read, update, delete) features, and only vary when it comes to what way that they choose to display your commitments. When the information available in the application gets too out of date the user has no reason to continue using it. What we are hoping to do is to add some features to the standard scheduling application to incentivize users to continue to update their calendar. These additional features will also give the user statistics about their schedule (how they are feeling, what they need to spend more time on, badges for completing “levels” in classes etc.) The target population for our application is going to be college students and will be exclusively for their course work and commitments having to do with them (seeing TA, group project meetings, professor office hours, etc.)
When you sign up for the application- you will enter your class schedule. The first page you will get to is today’s commitments. You will also be able to view the week or the month if you wish. At the end of the day (or the next morning when you login) you will be shown cards with all of those days’ commitments, and you will be prompted to swipe right (for having done the commitment) or left (if you haven’t completed the event). You will then be navigated to a screen where you have to drag an emoji face (happy, sad, neutral etc.) to each of the events. Adding a new scheduled item will involve you dragging the class and an identifier into a box (i.e. “OOD” and “exam”). You will then be prompted for the date and time. You will be able to add new identifiers to the system when needed. These statistics will allow us to gamify your schedule. You will be able to see what classes make you are the happiest, saddest in. Each class will have a progress bar that will go up and down based upon the combination of having attended, number of appointments, mood (judged via prompted emoji’s), etc. Once the bar is completed you will be given in game currency which you can use to buy items for your splash page (page customization options, etc.). There will also be an overall bar for your progress in all your classes (leveling up this bar will not give you loot- but badges representing overall progress in your schedule).
The reason we are picking college students is that they have a very simple structured schedule. Entering new events will be easy because we will already know that there are only 4 broad categories they can fall into (their 4 classes) and only a handful of specific events having to do with a class (homework, exam, study, TA office hours, professor office hours, etc.). This allows for entering new items in your schedule not to always be typing (unless you are entering a new identifier (but we will have most the options already available). We consider all the typing to be a real reason that users don’t use schedulers. College students are also very concerned with grades and progress in school. We will offer them helpful metrics, but at the same time have a reward system so that they have visible results.
Daniel Hennessy's
one: You will drag the appropriate smiley face to each task (depending on how you feel about it). Once you drag the smiley face to the class it will disappear.
two: This is the shop for the app. You drag items into your cart (they disappear from the available items, and your money goes down proportionally)
three: This is the profile page. You will be able to see how you are doing in each class and your badges.
four: This is the page where you tell us how your schedule went. You will move the card right or left depending on if you completed the task or not.
five: This is the page where you create a new event for your schedule. You will drag the appropriate class and identifier into the box and then be prompted for the date and time.
one: You will drag the appropriate smiley face to each task (depending on how you feel about it). Once you drag the smiley face to the class it will disappear.
two: This is the shop for the app. You drag items into your cart (they disappear from the available items, and your money goes down proportionally)
three: This is the profile page. You will be able to see how you are doing in each class and your badges.
four: This is the page where you tell us how your schedule went. You will move the card right or left depending on if you completed the task or not.
five: This is the page where you create a new event for your schedule. You will drag the appropriate class and identifier into the box and then be prompted for the date and time.
One: Overview/home page: This is the user's home in this app. It shows all classes and preliminary information, their avatar, profile stats, and
the shop button
C1-4: Classes. Each can have an icon/art. Clicking on one will show that class's details and upcoming tasks. Bars below show overall progress.
The emoji indicates personal mood. An alert will show in the top right corner if something (important) is due soon.
C5: Personal Avatar/Helper. Adds personality, can be customized. Clicking on it will show details and customization options.
C6: Progress profile. Bar shows overall progress, and current EXP progress of current level. The three "resources" shown below
indicate how much of each you have (used in the shop)
Profile button: Clicking this shows your entire profile and stats.
Shop: Clicking on this takes you to the shop.
Two: Shoppe: This is where users can buy cosemetics for the app. These include customization for the avatar, or skins for the UI.
Featured: Some featured item from a set. Shuffles a different item from the set every X seconds. Used to showcase selection and provide
some visual stimulus.
C1-3: Categories. Clicking on one opens up the selection in the panel below
Items: Stuff you can buy.
Three: Task complete/incomplete screens:
First screen: What a user sees when they are prompted if they finished a task or not.
Incomplete screen: Text shows what a user loses if they don't complete.
Complete screen: Text congratualatory along with exp gain. Prize what they can choose.
Four: Avatar customization screen:
User can customize avatar here. Clicking on Avatar itself allows you to choose a different one.
Boxes around avatar indicate accessories or items the Avatar can wear.
Clicking on a box will show a grid of all items that can go in that slot. Clicking on an item equips that one.
Five: Create task screen: (still very tentative)
First set of boxes are for task type. Drag into the big create/craft box.
Time: how much time needed to do. Fill in, drag into box.
Date: Due date. Select a date, drag into box.
Once all parts are fulfilled, the craft button becomes clickable.
the shop button
C1-4: Classes. Each can have an icon/art. Clicking on one will show that class's details and upcoming tasks. Bars below show overall progress.
The emoji indicates personal mood. An alert will show in the top right corner if something (important) is due soon.
C5: Personal Avatar/Helper. Adds personality, can be customized. Clicking on it will show details and customization options.
C6: Progress profile. Bar shows overall progress, and current EXP progress of current level. The three "resources" shown below
indicate how much of each you have (used in the shop)
Profile button: Clicking this shows your entire profile and stats.
Shop: Clicking on this takes you to the shop.
Two: Shoppe: This is where users can buy cosemetics for the app. These include customization for the avatar, or skins for the UI.
Featured: Some featured item from a set. Shuffles a different item from the set every X seconds. Used to showcase selection and provide
some visual stimulus.
C1-3: Categories. Clicking on one opens up the selection in the panel below
Items: Stuff you can buy.
Three: Task complete/incomplete screens:
First screen: What a user sees when they are prompted if they finished a task or not.
Incomplete screen: Text shows what a user loses if they don't complete.
Complete screen: Text congratualatory along with exp gain. Prize what they can choose.
Four: Avatar customization screen:
User can customize avatar here. Clicking on Avatar itself allows you to choose a different one.
Boxes around avatar indicate accessories or items the Avatar can wear.
Clicking on a box will show a grid of all items that can go in that slot. Clicking on an item equips that one.
Five: Create task screen: (still very tentative)
First set of boxes are for task type. Drag into the big create/craft box.
Time: how much time needed to do. Fill in, drag into box.
Date: Due date. Select a date, drag into box.
Once all parts are fulfilled, the craft button becomes clickable.