witch task

gamified task management

Role

Unity Developer, Designer, Illustrator/Animator

Tools

Unity, Procreate, Clip Studio Paint, Figma, Adobe Premiere Pro

Members

3

Timeline

June 2023 - Present
Witch Task is a productivity tool for teens and young adults that provides a gamified systematic approach to task management, helping in time management, organization, and prioritization.

PROBLEM

How might we design a task management app that adapts to each user's unique personality, learning style, and motivational needs—so that staying productive feels supportive, engaging, and sustainable?
Most productivity apps are built around rigid systems: deadlines, checklists, and schedules that assume everyone works the same way. But in reality, teens and young adults often struggle with these conventional structures, especially when dealing with stress or non-linear work habits.

Without personalization, most productivity apps unintentionally discourage consistency and fail to create meaningful user engagement.
Illustration representing the problem in Witch Task
interview notesphone frame

OUR SOLUTION

Witch Task uses visual storytelling, emotional design, and personality-based customization to provide a cozy, gamified, and flexible productivity experience.

RESEARCH

Understanding motivation, work styles, and gamification

01. literature review

Key takeaways from gamification and motivation research

To better understand how gamification influences motivation and productivity, we reviewed prior studies on task management, timeboxing, and game design frameworks.

literature review
Gamification increases user engagement.
literature review
Autonomy and competence drive intrinsic motivation.
literature review
Sustained focus happens when challenge and skill are balanced.

02. competitive analysis

Exploring existing productivity apps and opportunities

We researched existing productivity apps and tried to find any gaps or opportunities to make them better.

competitive analysis

03. interviews

Understanding how students work and manage tasks

We conducted interviews among several college students to ask about how they work and carry out their tasks:

  • what types of tasks they prioritize
  • when they decide to take breaks
  • what motivates them to work
  • what distracts them from work
interview notes
Organizing interview insights into work types and motivations

From these responses, we observed overall trends and organized these thoughts into different types of work types.

01. prioritization

difficulty level of tasks (easy tasks vs hard tasks)
deadline (earlier vs later deadlines)
estimated time to complete tasks (short tasks vs long tasks)

02. break patterns

lots of breaks → take a break between each task
little breaks → don't take a break until they work for a long stretch of time or finish the task

03. motivation

encouragement
good mood
rewards
constant reminders

04. barriers

failing / hard tasks
phone
perfectionism (waiting for perfect time or mood)

RESEARCH FINDINGS

Productivity tools should adapt to each user's motivation and work style
01

gamification & identity

Gamification boosts engagement when connected to identity/emotion.

→ Use story-driven gamification rather than points or badges alone.

02

adaptive work styles

Users have vastly different work styles.

→ Build an adaptive task system that adjusts prioritization and break patterns according to the user.

03

flexible, supportive

Users feel guilty or demotivated when they can't keep up with rigid systems.

→ Design a flexible, emotionally supportive experience that adapts to each user's pace and mood.

KEY INSIGHT

Most importantly, there is no one-size-fits-all solution! Everyone has different working styles and needs.

This leads to the questions...
How might we encourage people to start on their tasks

How might we meet the needs of people who have different working styles and means of motivation?

How might we encourage people to start on their tasks in the first place?

USER PERSONA

Lila—a college student who struggles with motivation and task tracking.
Teens and young adults often feel unmotivated or overwhelmed by rigid task systems that don't fit their personal work styles.

Frustrations

  • Rigid apps make her feel like a failure if she misses a task
  • Easily distracted by her phone
  • Gamified apps often feel generic or unengaging

Goals

  • Have an organized schedule of what tasks to complete
  • Stay motivated even on low-energy days
  • Enjoy a task management system that feels playful and personal

BRAINSTORMING & IDEATION

Exploring inspiration from cozy gaming and personality-driven design
Cozy gaming inspiration 1
Cozy gaming inspiration 2
Cozy gaming inspiration 3
Cozy gaming inspiration 4
Cozy gaming inspiration 5
Cozy gaming inspiration 1
Cozy gaming inspiration 2
Cozy gaming inspiration 3
Cozy gaming inspiration 4
Cozy gaming inspiration 5

“Cozy gaming” provides a relaxing, low-pressure escape from real-world stress.

Personality test inspiration 1
Personality test inspiration 2
Personality test inspiration 3
Personality test inspiration 4
Personality test inspiration 5
Personality test inspiration 1
Personality test inspiration 2
Personality test inspiration 3
Personality test inspiration 4
Personality test inspiration 5

“Personality tests” offer a sense of belonging and comfort by normalizing behaviors through categorization.

FEATURE PRIORITIZATION

Mapping impact vs. effort to focus on high-value features
We focused heavily on gamification as a motivator, using rewards, progression, and storytelling to make task completion feel engaging rather than burdensome. To support different working styles, we plan to build an algorithm that caters to the user's personal work style based on a short personality test taken at onboarding.
Impact vs. effort matrix for feature prioritization

USER FLOW

Mapping key flows from task creation to completion and reflection
We defined the information architecture to structure how users move through the app: from onboarding and the personality quiz, to the main journal and task list, into focused work sessions, and back to reflection and progress. The flow keeps core actions (create task, start session, complete task) within a few taps while supporting deeper paths like journal customization and long-term progress.
User flow and information architecture

SKETCHES, WIREFRAME + LOFI MOCKUPS

From paper to digital flows in Figma
In our initial iterations, we prototyped the app directly in Unity/C#. I soon realized this wasn't ideal for a mobile design workflow, as coding each change was time-consuming and slowed down iteration. To streamline the process, I redesigned the flows in Figma using standardized styles and typography. This allowed us to quickly create, test, and refine multiple prototype iterations before implementing them in Unity.
Early design sketches
interview notes
interview notes

DESIGN ITERATIONS

Design iteration 1

WEEKDAY NAVIGATION

The journal navigation was changed from a thin side button navigation to more usable horizontal scroller on the bottom, due to the lack of button space and awkward hand movement as experienced in usability testing sessions.

Design iteration 2

FINAL PROTOTYPE

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CREATING TASKS

Users can quickly create tasks tailored to their work style. By setting difficulty, estimated duration, and priority, the app adapts its recommendations and gamified rewards, ensuring each task feels achievable and motivating.

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TASK MANAGEMENT GAMIFICATION

Mushroom customers waiting for orders turn completed tasks into story progress, making productivity feel playful and rewarding.

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TASK WORKFLOW

Users are guided into a focused work session through a playful, narrative-driven flow. The app sets up the task with engaging prompts, starts a timer to encourage sustained focus, and celebrates completion with a satisfying visual reward, making productivity feel interactive and enjoyable.

interview notesphone frame

JOURNAL CUSTOMIZATION

Users can personalize their journal to make reflection and task tracking more engaging.

interview notesphone frame

WORK PERSONALITY TEST

Users can take a short personality test to get a personalized recommendation for their work style. This affects how their task are prioritized, how they are rewarded, and how they break down their tasks.

STYLE GUIDE

Visual language, components, and brand

01. home shop design

Following inspiration from cottage-core and the style of cozy/comfy games, we used a warm color palette and fuzzy outlines to give a welcoming feel.

Home shop design

02. character design

We wanted a diverse set of initial character customization assets in order to reach all of our target audience. We kept in mind different genders and ethnic backgrounds.

Character designMushroom design

03. typography and color

Brand and visual design

04. components

UI components and patterns

FUTURE STEPS

What we're planning next...

01. Usability testing

Conduct usability testing with students to validate the redesigned flows.

02. Iterate

Iterate further based on insights from usability testing.

03. Release beta

Implement the redesigned flows into the app and release a beta version for public testing to gather more insights.

LESSONS LEARNED

Key takeaways from the design process

01. Quicker iteration

Prototyping in Unity slowed iteration; moving flows to Figma enabled faster testing and design refinement.

02. Goals & communication

We learned the importance of clear goals, standardized processes, and solid communication.

03. Feature creep

Feature creep was a major issue—we added features that didn't support core functionality.

IF YOU WANT MORE...

Thanks for reading!

If you're interested in learning more about the project, please check out our devlog series! The devlogs show more of our development process in the initial stages.