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Exploración personal · 2022

PlannyMe

A calm planner, not productivity as a sport

A mobile concept for a personal planner that steps away from the language of aggressive productivity. The idea is to help build habits calmly, instead of squeezing every minute out of the day.

Tipo
Exploración personal
Rol
Product concept · Solo
Plataforma
iOS
Disciplinas
Figma · Mobile prototyping

PlannyMe — concepto de planner calmado

Hero shot · 16:9

El problema

La productividad convertida en deporte

Productivity apps were competing over which could add the most features to "optimize your day": Notion, Sunsama, Todoist. I wanted to design the opposite: a planner that does not make you feel bad for not finishing the list. My hypothesis was simple: productivity that lasts comes from steady habits, not heroic weeks.

Discovery

Doce personas que abandonaron sus apps

I surveyed twelve people who had abandoned at least three productivity apps in the past year. The pattern repeated: they start motivated, fill in the first few days, and quit after two weeks. What came up most when they described it: "the app makes me feel bad when I don't keep up."

Síntesis de encuestas · patrones de abandono

Process artifacts · 3:2

El desafío

Tres tensiones del producto

Designing without gamification

Almost every productivity app piles on streaks, scores, and levels. That hooks you for two weeks and then weighs on you. I wanted to see whether you could design without those mechanics.

Habits, not just tasks

The goal was not "empty your inbox," it was "walk twenty minutes every day for a month." Frequency and consistency call for a different interface.

A human voice, not a software one

The copy in these apps tends to be aggressive — the "give it your all today!" type. I wanted a voice that sounded like a person, not a motivational coach.

Decisiones

Tres decisiones de diseño

Strategy

Imperfect days are allowed

Skipping a day does not break any streak or get flagged as a failure. It is the opposite of what almost every app does, and that is exactly the point.

UX

A maximum of three priorities a day

If you have fifteen things pending, the system forces you to choose. The limit is not an obstacle: it is the feature. The list cannot stretch.

Tech

Language, before anything else

Saying "today was quiet" instead of "0% productivity." A small change of words that ends up defining the whole product.

El concepto

El tono lo cambia todo

La diferencia entre una app que pesa y una que acompaña casi nunca está en las funcionalidades — está en cómo te habla. PlannyMe se define en esa decisión.

Cómo te habla una app de productividad

0% completadoRacha perdidaVas atrasado

Cómo te habla PlannyMe

Hoy estuvo tranquiloMañana es otro díaBuen mes, sin apuro

Ejecución

Lo que diseñé

The day view, with three slots

A fixed structure: three visible blocks, no more. The fourth task shows up in a separate section, the "later" one.

The day view, with three slots

Flow mobile · 9:19.5

Habits without streaks that punish

Habits show up as a calm grid. A skipped day is not marked in red. What matters is how the month is going, not the perfect chain.

Habits without streaks that punish

Pantalla · 4:3

A summary of the week, in words

Every Sunday, a summary of the week in plain language. It tells you what happened, with no scores. It is more a journal than a report.

A summary of the week, in words

Pantalla · 4:3

Resultados

Hasta dónde llegó la exploración

Concept

Validated with 12 interviews

8

Screens designed

iOS

Mobile design

2022

Personal project

Aprendizajes

Lo que me llevo

  1. 01

    Setting a limit can be a feature: forcing a choice of three priorities makes you pick the three that actually matter.

  2. 02

    The tone of the copy is a product decision, not a marketing one. It defines how the app feels more than the interface itself.

  3. 03

    Gamified streaks hook you at the start and tire you out at the end. Consistency that lasts comes from not punishing the day you slip.

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