

An app designed to spark creativity and fight monotony with daily activity ideas and personalized recommendations.



An app designed to spark creativity and fight monotony with daily activity ideas and personalized recommendations.



An app designed to spark creativity and fight monotony with daily activity ideas and personalized recommendations.

An app designed to spark creativity and fight monotony with daily activity ideas and personalized recommendations.
Project overview
Project overview
Project overview
Type: Personal project
Type: Personal project
Type: Personal project
Role: Product designer
Role: Product designer
Role: Product designer
In this project, I independently managed the entire design process from start to finish, including research (generative research, interviews, surveys, user testing), ideation (sketch and wireframe), prototyping and visual design.
In this project, I independently managed the entire design process from start to finish, including research (generative research, interviews, surveys, user testing), ideation (sketch and wireframe), prototyping and visual design.
In this project, I independently managed the entire design process from start to finish, including research (generative research, interviews, surveys, user testing), ideation (sketch and wireframe), prototyping and visual design.
From research and personal observations, I identified an opportunity: busy professionals often feel drained by daily routines and prefer simple, low-energy activities to recharge. Research showed that existing solutions fail to address this effectively. This led to the concept of an app with two features: drawing cards with unique activity tips and daily entertainment suggestions (movies, music, etc.). User testing validated the idea, and further iterations revealed risks, outlining next steps for improvement.
Here is the prototype you can view: Prototype Link
From research and personal observations, I identified an opportunity: busy professionals often feel drained by daily routines and prefer simple, low-energy activities to recharge. Research showed that existing solutions fail to address this effectively. This led to the concept of an app with two features: drawing cards with unique activity tips and daily entertainment suggestions (movies, music, etc.). User testing validated the idea, and further iterations revealed risks, outlining next steps for improvement.
Here is the prototype you can view: Prototype Link
From research and personal observations, I identified an opportunity: busy professionals often feel drained by daily routines and prefer simple, low-energy activities to recharge. Research showed that existing solutions fail to address this effectively. This led to the concept of an app with two features: drawing cards with unique activity tips and daily entertainment suggestions (movies, music, etc.). User testing validated the idea, and further iterations revealed risks, outlining next steps for improvement.
Here is the prototype you can view: Prototype Link
Generative research
Generative research
Insights into Free-Time Activity Preferences: Seeking Connection and Escaping Routines
Insights into Free-Time Activity Preferences: Seeking Connection and Escaping Routines
Insights into Free-Time Activity Preferences: Seeking Connection and Escaping Routines
The project began with generative research on free-time activities, involving five interviews. I asked them a wide range of questions from what they do in free time and how they make decisions on activities, to preference on going alone or with company. Generative interviews allowed me to have a scope of interviewees’ life and gain insights on possible opportunities. From what I found, two opportunities stood out:
Social Compatibility: 4 out of 5 interviewees expressed a preference for going out with others rather than alone. This need was both specific and recurring, suggesting potential for further exploration.
Escaping Daily Routines: While less specific or widely observed, this opportunity was intriguing and worth considering.
The project began with generative research on free-time activities, involving five interviews. I asked them a wide range of questions from what they do in free time and how they make decisions on activities, to preference on going alone or with company. Generative interviews allowed me to have a scope of interviewees’ life and gain insights on possible opportunities. From what I found, two opportunities stood out:
Social Compatibility: 4 out of 5 interviewees expressed a preference for going out with others rather than alone. This need was both specific and recurring, suggesting potential for further exploration.
Escaping Daily Routines: While less specific or widely observed, this opportunity was intriguing and worth considering.
“
If there is someone I want to meet, I would go even if this activity begins in 20 min. It really is about people not the activity itself.
If there is someone I want to meet, I would go even if this activity begins in 20 min. It really is about people not the activity itself.
”
“
I don’t like going out alone, such as going for a walk. Doing it alone would make it like a task.
I don’t like going out alone, such as going for a walk. Doing it alone would make it like a task.
”
UNCOVER THE TARGETS
UNCOVER THE TARGETS
Turning Routine Fatigue into a Refreshing Opportunity
Turning Routine Fatigue into a Refreshing Opportunity
Turning Routine Fatigue into a Refreshing Opportunity
To better understand the context of these opportunities and identify specific challenges, another round of interviews was conducted.
To better understand the context of these opportunities and identify specific challenges, another round of interviews was conducted.
Social Compatibility
Social Compatibility
Social Compatibility
• The opportunities identified were limited and largely beyond my scope to address.
• They often involved interpersonal conflicts and they are rare scenarios. People tend to go out with others’ company, but they don’t usually have problems asking others out or arranging the schedule, and they rarely have conflicts.
• The opportunities identified were limited and largely beyond my scope to address.
• They often involved interpersonal conflicts and they are rare scenarios. People tend to go out with others’ company, but they don’t usually have problems asking others out or arranging the schedule, and they rarely have conflicts.
Escaping Daily Routines
Escaping Daily Routines
Escaping Daily Routines
• While users’ approaches to escape monotony varied based on energy levels, I observed a common pattern:
• While users’ approaches to escape monotony varied based on energy levels, I observed a common pattern:
When feeling fed up with daily routines, people are usually drained due to busy life, so they tend to prefer simple, low-energy activities to refresh themselves.
When feeling fed up with daily routines, people are usually drained due to busy life, so they tend to prefer simple, low-energy activities to refresh themselves.
• This highlights a need for easily accessible, low-effort solutions that add variety and novelty to their lives. Based on this insight, I chose this opportunity as my focus.
• This highlights a need for easily accessible, low-effort solutions that add variety and novelty to their lives. Based on this insight, I chose this opportunity as my focus.
🥱
🥱
Bored
Bored
+
+
😫
😫
Tired
Tired
=
=
❓
❓
Who has this problem?
Who has this problem?
Who has this problem?
The target users are individuals feeling fatigued from repetitive routines, seeking low-energy ways to break free and add freshness to their lives. They are usually busy professionals who feel stuck in monotonous routines mainly due to demanding, repetitive jobs. They seek low-effort ways to break free from boredom, refresh their perspective, and rediscover small joys in daily life without adding stress to their busy schedules.
The target users are individuals feeling fatigued from repetitive routines, seeking low-energy ways to break free and add freshness to their lives. They are usually busy professionals who feel stuck in monotonous routines mainly due to demanding, repetitive jobs. They seek low-effort ways to break free from boredom, refresh their perspective, and rediscover small joys in daily life without adding stress to their busy schedules.
Understanding the Problem
Understanding the Problem
The Cost of Boredom and Why Current Solutions Fail
The Cost of Boredom and Why Current Solutions Fail
The Cost of Boredom and Why Current Solutions Fail
Survey
Survey
To deepen my understanding of current solutions and behavior patterns, I conducted a survey. Key insights include:
Frequency of boredom: 50% feel bored daily, 33.3% weekly.
Common responses to boredom:
33.3% rest or sleep
33.3% engage in light entertainment or small activities
9.6% seek advice from friends
9.6% socialize or attend local events
Openness to advice: 83.3% are likely to try suggestions from others.
These findings highlight the widespread nature of the problem.
To deepen my understanding of current solutions and behavior patterns, I conducted a survey. Key insights include:
Frequency of boredom: 50% feel bored daily, 33.3% weekly.
Common responses to boredom:
33.3% rest or sleep
33.3% engage in light entertainment or small activities
9.6% seek advice from friends
9.6% socialize or attend local events
Openness to advice: 83.3% are likely to try suggestions from others.
These findings highlight the widespread nature of the problem.
Background Research
Background Research
Persistent boredom can lead to:
Emotional distress (e.g., depression, anxiety)
Mental fatigue
Reduced motivation and productivity
Lower overall well-being
Persistent boredom can lead to:
Emotional distress (e.g., depression, anxiety)
Mental fatigue
Reduced motivation and productivity
Lower overall well-being

❓Are Current Solutions Effective? Probably Not.
From previous interviews, I learned:
Many default to routine habits, like mindlessly scrolling on their phones, which offers little relief.
Light entertainment (e.g., movies, music) is common but often overwhelming due to too many choices.
Turning to friends for advice can help, but it’s not always reliable or consistent.

❓Are Current Solutions Effective? Probably Not.
From previous interviews, I learned:
Many default to routine habits, like mindlessly scrolling on their phones, which offers little relief.
Light entertainment (e.g., movies, music) is common but often overwhelming due to too many choices.
Turning to friends for advice can help, but it’s not always reliable or consistent.

❓Are Current Solutions Effective? Probably Not.
From previous interviews, I learned:
Many default to routine habits, like mindlessly scrolling on their phones, which offers little relief.
Light entertainment (e.g., movies, music) is common but often overwhelming due to too many choices.
Turning to friends for advice can help, but it’s not always reliable or consistent.
Ideation
Ideation
Interactive and Effortless: A Concept for Everyday Inspiration
Interactive and Effortless: A Concept for Everyday Inspiration
Interactive and Effortless: A Concept for Everyday Inspiration
With the scope narrowed, it was time to ideate solutions.
Based on the insights gathered, I brainstormed multiple possibilities, such as sleeping and resting, interacting with friends, exercising, meditation... ... But most of them are not directly tackling with daily monotony, they are more about overall mental well being. Besides, there are already a lot of products working on this, such as “Betterhelp”, “Headspace”.
With the scope narrowed, it was time to ideate solutions.
Based on the insights gathered, I brainstormed multiple possibilities, such as sleeping and resting, interacting with friends, exercising, meditation... ... But most of them are not directly tackling with daily monotony, they are more about overall mental well being. Besides, there are already a lot of products working on this, such as “Betterhelp”, “Headspace”.









Sketches
Sketches
Sketches
So I started from user behavior and developed a standout concept, an app that integrates two key features:
Interactive Suggestion Cards: Users can receive and send cards featuring small, low-effort activity suggestions, such as "brush your teeth with your non-dominant hand." This aligns with users’ habits of seeking advice from others and their openness to suggestions. Cards can be exchanged with friends or shared with strangers. They get updated daily. You’ll have one card from strange users and one card from friends each day.
So I started from user behavior and developed a standout concept, an app that integrates two key features:
Interactive Suggestion Cards: Users can receive and send cards featuring small, low-effort activity suggestions, such as "brush your teeth with your non-dominant hand." This aligns with users’ habits of seeking advice from others and their openness to suggestions. Cards can be exchanged with friends or shared with strangers. They get updated daily. You’ll have one card from strange users and one card from friends each day.



Prototype pages
Prototype pages
Prototype pages
Explore Page: A dedicated page provides daily recommendations for books, songs, and movies, catering to users' desire for effortless inspiration.
This solution leverages user behaviors and habits to create a simple, engaging way to break daily monotony.
Explore Page: A dedicated page provides daily recommendations for books, songs, and movies, catering to users' desire for effortless inspiration.
This solution leverages user behaviors and habits to create a simple, engaging way to break daily monotony.



Prototype pages
Prototype pages
Prototype pages
Testing the Spark
Testing the Spark
Do Small Tips Make a Big Impact? Promising, But Needs Refinement
Do Small Tips Make a Big Impact? Promising, But Needs Refinement
Do Small Tips Make a Big Impact? Promising, But Needs Refinement
After building the prototype, I conducted user tests to validate the opportunity and solution. The test aimed to assess whether the small, unusual tips on the cards made users feel refreshed and if the daily book, movie, and song recommendations were helpful.
After building the prototype, I conducted user tests to validate the opportunity and solution. The test aimed to assess whether the small, unusual tips on the cards made users feel refreshed and if the daily book, movie, and song recommendations were helpful.






The results confirmed the opportunity and solution. All participants acknowledged experiencing the problem to some extent.
The results confirmed the opportunity and solution. All participants acknowledged experiencing the problem to some extent.
Feature 1 - Card drawing :
I have to admit that, it is hard to set the context for participants, as they are not really bored when they get involved in the test. So I set the success to be that participants should feel different or inspired when they see those cards.
As a result, participants expressed strong interest in the card content, which sparked their curiosity and inspiration.
Feature 1 - Card drawing :
I have to admit that, it is hard to set the context for participants, as they are not really bored when they get involved in the test. So I set the success to be that participants should feel different or inspired when they see those cards.
As a result, participants expressed strong interest in the card content, which sparked their curiosity and inspiration.
Feature 1 - Card drawing :
I have to admit that, it is hard to set the context for participants, as they are not really bored when they get involved in the test. So I set the success to be that participants should feel different or inspired when they see those cards.
As a result, participants expressed strong interest in the card content, which sparked their curiosity and inspiration.
“
As long as it’s something unusual to me, I would feel inspired and want to try it out.
As long as it’s something unusual to me, I would feel inspired and want to try it out.
”



“
It’s like a game, when you reveal a card, it’s something different from your expectation.
It’s like a game, when you reveal a card, it’s something different from your expectation.
”



However, all the participants wanted to see more cards per day instead of 1 per section per day.
However, all the participants wanted to see more cards per day instead of 1 per section per day.
Besides, different participants have different preferences towards cards’ content. Some prefer things they can do alone, such as to use the non-dominant hand to brush teeth. But some would like to interact with people. And they not only want tips on cards to be social interactive but also the app itself.
Besides, different participants have different preferences towards cards’ content. Some prefer things they can do alone, such as to use the non-dominant hand to brush teeth. But some would like to interact with people. And they not only want tips on cards to be social interactive but also the app itself.
“
I want more social interaction both on the cards’ suggestions, and the app itself. Doing everything alone would be boring for me.
I want more social interaction both on the cards’ suggestions, and the app itself. Doing everything alone would be boring for me.
”



“
It would be really great, if I can receive warm messages from friends or other users that their day is lit up because of my cards.
It would be really great, if I can receive warm messages from friends or other users that their day is lit up because of my cards.
”



Feature 2 - Daily recommendations :
Opinions on the daily recommendations were mixed, with only 50% finding them useful. Some participants have their plans on books to read or have very particular lists of music to listen to. While the other are quite casual with this and would like to see recommendations.
Feature 2 - Daily recommendations :
Opinions on the daily recommendations were mixed, with only 50% finding them useful. Some participants have their plans on books to read or have very particular lists of music to listen to. While the other are quite casual with this and would like to see recommendations.
Feature 2 - Daily recommendations :
Opinions on the daily recommendations were mixed, with only 50% finding them useful. Some participants have their plans on books to read or have very particular lists of music to listen to. While the other are quite casual with this and would like to see recommendations.
Improvements can be done based on feedback:
Improvements can be done based on feedback:
Priority:
• More cards wanted;
• Desire for a more engaging and fun UI;
• Content on cards can be more various, not limited to things that can be done alone;
• Interest in interacting with other users (60%);
Priority:
• More cards wanted;
• Desire for a more engaging and fun UI;
• Content on cards can be more various, not limited to things that can be done alone;
• Interest in interacting with other users (60%);
“
The design is simple but not fun enough. Cards look like flashcards. I want to see more fun elements on main pages.
The design is simple but not fun enough. Cards look like flashcards. I want to see more fun elements on main pages.
”



Others:
• Interest in local suggestions, like places to go, niche restaurants, etc, (40%);
• An archive for completed cards, books, movies, etc;
• Requests for TV show recommendations;
• Personalized book, movie, and song suggestions;
• A preview of entertainment recommendations before viewing details
... ...
REVISION
A Fresh Look: Enriched Content and Enhanced Design
A Fresh Look: Enriched Content and Enhanced Design









Testing the Tweaks
From Validation to Strategy: Refining Features and Managing Risks
From Validation to Strategy: Refining Features and Managing Risks
After revising the prototype, I conducted further user tests to address two key questions:
After revising the prototype, I conducted further user tests to address two key questions:
How many cards per day is ideal?
How many cards per day is ideal?
By increasing the daily card count per section (from friends/the world) to 4, participants no longer expressed the need for more cards.
They agreed that 3–5 cards per section per day were appropriate, but the content needs to be appealing enough.
By increasing the daily card count per section (from friends/the world) to 4, participants no longer expressed the need for more cards.
They agreed that 3–5 cards per section per day were appropriate, but the content needs to be appealing enough.
Is the social interaction feature effective?
Is the social interaction feature effective?
Social feature was added because of the strong need expressed by users, and I thought it could be a supplement of the original solution.
The feature allowing users to start conversations with non-anonymous card authors proved appealing to most participants, highlighting its potential for meaningful interactions. They also want to share cards with friends.
Social feature was added because of the strong need expressed by users, and I thought it could be a supplement of the original solution.
The feature allowing users to start conversations with non-anonymous card authors proved appealing to most participants, highlighting its potential for meaningful interactions. They also want to share cards with friends.
🤔 But at this stage, I realized there were some key factors adding risks of the solution:
Perceived Value: Users need to feel that the app genuinely enriches their day, which is hard to test.
Sustaining Freshness: This solution risks losing its charm if content feels repetitive or not well-curated. Ensuring diversity in recommendations and activities is important.
Maintaining Uniqueness: The social feature risks making the app less distinctive, while increasing the complexity and effort required from developers.
🤔 But at this stage, I realized there were some key factors adding risks of the solution:
Perceived Value: Users need to feel that the app genuinely enriches their day, which is hard to test.
Sustaining Freshness: This solution risks losing its charm if content feels repetitive or not well-curated. Ensuring diversity in recommendations and activities is important.
Maintaining Uniqueness: The social feature risks making the app less distinctive, while increasing the complexity and effort required from developers.
Here is the prototype after the revision on UI:



💭 Reveal cards and start a warm conversation
💭 Reveal cards and start a warm conversation















🎲 Get a daily dose of entertainment recommendations
🎲 Get a daily dose of entertainment recommendations
Given the identified risks of this solution, I could take the following steps:
Conduct Further Research: Dive deeper into the root causes of daily monotony to gain a more comprehensive understanding of user behaviors, motivations, and challenges. This will help refine the solution's focus and effectiveness.
Validate Content Sources: Evaluate the reliability and quality of different content sources, including user-generated input and AI-generated suggestions, to ensure a consistent and engaging experience.
Diversify Card Content: Experiment with a variety of card content types and incorporate personalization features on the landing page to better align with user preferences.
Iterate Social Features: Instead of directly implementing a social conversation feature, begin with a simple content-sharing function. Gather user feedback and analyze its impact to refine the feature incrementally.
Given the identified risks of this solution, I could take the following steps:
Conduct Further Research: Dive deeper into the root causes of daily monotony to gain a more comprehensive understanding of user behaviors, motivations, and challenges. This will help refine the solution's focus and effectiveness.
Validate Content Sources: Evaluate the reliability and quality of different content sources, including user-generated input and AI-generated suggestions, to ensure a consistent and engaging experience.
Diversify Card Content: Experiment with a variety of card content types and incorporate personalization features on the landing page to better align with user preferences.
Iterate Social Features: Instead of directly implementing a social conversation feature, begin with a simple content-sharing function. Gather user feedback and analyze its impact to refine the feature incrementally.
Takeaways
Lost and Found: Lessons in Discovery
Lost and Found: Lessons in Discovery
Working through a design sprint inspired by the methods in Continuous Discovery Habits has been an eye-opening experience. Discovery taught me a lot, but it often left me feeling lost at times. Generative research proved to be an excellent tool for exploring opportunities, but it sometimes led to discussions that were too broad or abstract to be actionable.
Seemingly promising opportunities may turn out to be unimportant or too complex to tackle, which is why quick validation is essential. Falling in love with problems needs practice. And it’s easy to fall into the confirmation bias and escalating commitment. The most essential thing I learned is that the goal for a UX designer isn’t building a perfect solution—it’s avoiding wasted effort on the wrong ones.
Working through a design sprint inspired by the methods in Continuous Discovery Habits has been an eye-opening experience. Discovery taught me a lot, but it often left me feeling lost at times. Generative research proved to be an excellent tool for exploring opportunities, but it sometimes led to discussions that were too broad or abstract to be actionable.
Seemingly promising opportunities may turn out to be unimportant or too complex to tackle, which is why quick validation is essential. Falling in love with problems needs practice. And it’s easy to fall into the confirmation bias and escalating commitment. The most essential thing I learned is that the goal for a UX designer isn’t building a perfect solution—it’s avoiding wasted effort on the wrong ones.