Ataraxia
Ataraxia is a platform that helps Gen Z be more productive and focus on their study by bringing tools and data into one place.
CONTEXT
Created as a part of Human Experience Prototyping course, in a team of 2, over the span of 10 weeks.
MY roles
UX Designer, Visual Design, Interaction Design, Persona, Prototype, Usability Test, Promo Video Editing
TOOLS
Problem
Due to the pandemic, Gen Z had to study online at home. However, consistently staring at the screen can be demotivating for anyone. Studying online comes with certain challenges. These challenges appear in the form of lack of discipline, no motivation, procrastination, and much more. All of that leads to a decrease in productivity.
Our Goal
Therefore, we designed a cross-application platform for online study, in order to give Gen Z a more active and engaged role in their online self-study experience. According to GenZ's learning preferences — to be social and interactive, we reinforce the attributes of community, sharing and redistribution of learning resources.
PROCESS
Gen Z likes to be social and interactive, so we looked at the emerging online study room as a potential opportunity to optimize the study room experience at first. We used quantitative research to collect their self-study habits and preference, hoping to get reliable data to support our idea.
However, to our surprise, the research results were very different from what we had envisioned...
Students subjectively prefer offline study because online study lacks discipline and companionship, so online study rooms are not a good entry point and not very commercially viable. Thus we decided to focus on the users themselves. To explore and find their needs and pain points.
Concept iteration
Based on the previous results we conducted qualitative research, we interviewed 6 Gen Zs, and combined with the results of 80 subjects to derive the pattern, and generated three types of personas, slacker type, average type, curve wrecker type.
Design goal
Features