Intagrow

Improving Digital Habits Through Idle Gameplay

Industry: Health & Wellness, Time Management

A mobile & desktop game concept to help students manage their time online; grow a virtual garden as you stay off your devices.

Role:

I led the UX research for INTAGROW, including; user research planning, surveying, synthesis, and presentation of findings.

Deliverable(s)

Mobile mockups

Client-Facing Presentation

Skills:

UX Research, Synthesis, Documentation

Timeline:

April 2021, 3 weeks

Team:

Neharika Sidda (UX Research)

Greta Yu (Visual Design)

01

Overview

When the COVID-19 pandemic forced a sudden shift to online learning, many students were left struggling with managing their online time and motivation.

INTAGROW explores how UX research can be used to design playful, human-centered systems that target demographic-specific pain points.

02

Research Focus

How can changes made to the interactive technologies used by students, improve focus and reduce distraction?

Goals:


  • Explore the contradiction of using a digital environment to promote better digital habits


  • Learn about how students manage time during online learning


  • Investigate how students interact with time management tools


  • Find opportunities for game mechanics to improve engagement and task satisfaction

Prioritisation Matrix

Ahead of planning my user research, I created a prioritisation matrix to map out potential research and design tasks.

This streamlined our design process and made it easier to assign roles moving forward.

03

Methodology

Understanding the "what, why, and who” behind user behavior using mixed methods.

Research Objective:

Explore how students manage time during online learning, and identify opportunities for gamification to foster focus, reduce digital fatigue, and improve task satisfaction.

Quantitative:

Online Survey:
Used to gather the broad insights on students’ productivity, habits, distractions, and openness to using productivity tools

  • Provided me with measurable data on behavior patterns —> ability to do a mass analysis of provided answers

Qualitative:

Stakeholder Interviews:

  • Interviewing professors and students to understand pain points and uncover commonalities within them

Think-Aloud Testing (low-fi wireframes):

  • To uncover usability issues & helping validate early concepts

QAI (Questions, Assumptions, Insights) Framework:

  • To set a framework for my research direction, make predictions on what I know & then to uncover real insights from collected user data

04

Insights

The quantitative & qualitative research I conducted helped us narrow down the focus for the direction for our solution.

Uncovering these insights helped understand the user base we were designing for and continue progressing in a direction that was user-focused.

Key Insights:

The biggest pain point for students when working online was:

time management & procrastination (62.5%)

94%

of participants said online learning was less effective than in-person.

Other common struggles faced by students during online learning included:

  • Self-discipline & independence - being able to make your own schedule (37.5%)


  • Isolation & not being able to make friends (43.8%)


  • Working in a confined space (43.8%)

Empathy Map (from interviews & early testing)

I organised all my interview insights, materials, and results from our initial concepts into an empathy map to better understand and refine the pain points of our participants.

Persona & Journey Mapping:

I synthesized both the collected qualitative & quantitative data into a persona and mapped a user journey. This helped better visualize our users which, in turn, helped identify when & where identified pain points occurred in a typical day of online learning.

05

Gameplay

Bridging research and gameplay mechanics by translating user research into actionable design insights

INTAGROW's gameplay was directly informed by the collected user research. By identifying pain points and when/where they occur, I was able to narrow the main areas of concern to the following 3:

  • Procrastination

  • Time-managemnt

  • Motivation

Using these pain points I was able to brainstorm solutions in the form of gameplay to address them.

06

Outcome

INTAGROW is a mobile & desktop game in the genre of 'idle-games' it allows users to set a timer for as long as they wish and as they stay off of the app, they have a garden growing in the meantime.

With a simple and relaxing layout we hope to keep our users engaged through rewards while maintaining minimal involvement to allow users to complete their goals.

Our aim is to provide users with a productive and rewarding way of staying on task and a rewarding method of holding themselves accountable for that.

Features

  • A growing garden —> time spent off of device


  • Collectible plant types unlocked through time goals


  • Aesthetically minimal interface to reduce cognitive load


  • Idle-game elements allow low effort, high satisfaction

As the player completes goals they set for themselves, they are able to advance levels and collect points which they can then redeem for plant variations to beautify their gardens.

07

Reflections

Learning the importance of UX research and understanding user behaviour through gamification

We were able to turn something that may be seen as contradictory (improving digital habits through digital experiences) through games user research methods, and designed a game experience that rewards focus.

INTAGROW was one of my first academic UX projects, and it shaped much of how I progressed in my understanding of design and game design.

The progression of INTAGROW from a vague concept into a game helped me understand the role gamification plays in being able to contribute to the betterment of digital habits.

By leading the research, synthesis, and testing process, I gained a deep understanding of UX methodology & principles including the importance of:

  • Asking the right questions

  • Listening deeply to users' lived experiences

  • Translating emotional and behavioral insight into tangible design decisions

© 2025 Neharika Sidda

a forever wip, like all good design ♡

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