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Technical Assignment

For the development of the design of a mobile application screen for children aged 7 and older.


Idea

Create an application that can be installed on a child's smartphone, allowing the child to track their recurring beneficial actions (set by the parents), thereby forming habits.

The application is intended for installation on the child's device.

The principle is that for completing habits, the child earns points, and upon reaching a certain amount, they receive pre-defined bonuses set by the parent.

The distinguishing feature of this application from many other habit-forming applications (such as https://arena.ua/2017/10/04/productivity-apps/) is its focus on children aged 5 to 10 years – and the fact that parents set bonuses for completing actions, as children have a weaker perception of the delayed effects of beneficial habits.

Habits can be anything that parents systematically expect from their children, often related to hygiene, healthy living, and studying, for example:

  • Washing hands before meals and after walks
  • Brushing teeth in the morning and evening
  • Putting away their belongings
  • Cleaning up their toys
  • Eating fruits in the morning
  • Doing homework
  • Etc.

Completing each action (habit) increases the total score by 1 point. Failing to complete an action on time deducts one point.

The application will display information to the child about the bonuses they will receive upon reaching a certain number of points.

It is assumed that the parent sets a set of habits that the child should form over 3 weeks. For example, if the child completes all habits, they can earn a maximum of 100 (for example) virtual points. The child will receive the main bonus (prize) upon reaching 70% of the maximum points (70). For example, a bicycle. However, to encourage the child, there are intermediate bonuses, so upon reaching 20% and 45% of the maximum points, the child receives something simpler, such as a trip to the movies, etc.

The process of using the application:

  • The parent sets habits for the child, specifying their frequency and the time by which they should be completed during the day. For example, there can be daily habits or several times a week (on specified days of the week). In both cases, the parent sets the time by which the action must be completed on the corresponding day. For example, "brush teeth in the morning" must be completed by 10:00. "Read a book" - by 19:00, "clean the drawer" - Wednesday and Sunday by 21:00. The time in the application is necessary to indicate when an action will be considered uncompleted and a point will be deducted for it.
  • The child receives access to the application and upon opening it, they see the upcoming habits that need to be completed today.
  • By completing actions, the child marks them as done, increasing their progress.

For the child's convenience, habits are divided into 3 parts of the day – morning, day, evening.

The application is designed for use by both the parent and the child. At the same time, screens related to application settings and habits become accessible only after entering the parent's PIN code.

Application Menu

  • Parent Zone (displayed with a lock and requires a PIN code)
  • Habits
  • Bonuses
  • Action History
  • Settings
  • Today

When clicking on the "lock," the zone either opens (requesting a PIN code) or closes (for subsequent handover of the phone to the child). The parent zone is closed by default upon each launch of the application.

             

Application Screens

All screens are described in another technical assignment. This document contains only the screen design that needs to be implemented as part of the competition on Freelancehunt.

Screen "Today"

The main screen that the child will see upon launching the application.

Designed for:

  • Displaying motivation to the child: 2 bonuses that they will receive (the main and the next intermediate) and visually displayed percentage until they are achieved.
  • Displaying to the child a list of actions they need to complete today.

Contains:

  • Motivational part (at the top of the screen):
  • Image and name of the main prize and visually displayed percentage of how much is left to achieve it.
  • Image and name of the next intermediate bonus and visually displayed percentage of how much is left to achieve it.
  • A list of actions that the child must complete today. Each action should consist of:
  • A mini photo of the action (the parent takes a photo when setting the action, for example, for the habit of brushing teeth, they can take a photo of the toothbrush)
  • The name of the action (brush teeth)
  • A visual indication of the state.

An action can be in 3 states:

- not yet completed

- completed

- already not completed (overdue).


If the action is not yet completed, there should be a visual display of the remaining time until the action is marked as uncompleted. Think about how.

The other states should also be visually indicated (completed, overdue).

For an uncompleted action, a time for completion can be set (for example, within 10 minutes). In this case, when clicking on the action item, a timer (popup) is shown, and a countdown begins, after which the task switches to completed mode.

              Actions are grouped by part of the day (morning-day-evening). At any one time, the child should only see the corresponding part of the day but should have the ability to switch between them (for example, it can be implemented like tabs).


An important component of the application is the game design. It should be lively, slightly animated, and have sounds. The first thing that comes to mind is the game Cut the Rope.

For example, when completing a habit, when the child clicks on the action, stars could fall and "fly" into the progress bar of bonuses at the top. Visually indicating to the child that their action has led to an increase in points and they are even closer to the bonuses. At the same time, an animated thumbs-up can be shown with the sound "well done."


Also, on this screen, it is necessary to provide pop-up elements (like popups) or other means to convey information to the child:

  • Overdue habit (when the child enters late to complete the action), they are informed "sorry, but you did not complete such-and-such habit." As an option, an animated character can be inserted here that will say this (audio).
  • Well done, keep it up! (upon completing an action) (several variations of phrases, randomly)
  • Timer. For example, there will be some actions that need to be performed for N minutes. For such tasks, when clicked on them, a timer starts.


In total, it is necessary to develop the design of this screen, as well as the pop-up elements.

Test Data.

The current time corresponds to the morning, 9:10 (i.e., in the example, display the morning actions)

Main prize – bicycle. Completion percentage (progress) – 35%

Next bonus – trip to the movies. Completion percentage – 70%

Habits:

  • Drink water. By 8:15 (completed)
  • Make the bed. By 9:00 (not completed and already overdue)
  • Do exercises (for 10 minutes). By 9:30. Action that starts a 10-minute timer.
  • Eat fruits. By 10:00. Not yet completed, 50 minutes left to complete.
  • Read a book (10 minutes). By 11:00. Not yet completed, 110 minutes left to complete.

Competition Task

  • Draw the design of the "Today" screen with the data presented above.
  • Draw (gif or static image) the moment of completing task #4. Show the animation that can occur at that time. (against the background of the screen from task #1)
  • Draw a pop-up message that would appear after completing an action, indicating "Well done, keep it up."
  • Draw a pop-up message that will appear when the child launches the application, and at that moment some actions have become uncompleted (overdue). Message "sorry, but you did not complete one of the actions."

Items 3-4 should preferably contain some graphics and/or introduce a character (animated assistant – an image of a man (not a child)). For now, you can take a ready-made one from the internet, later we will draw our own.


Requirements for the layout – jpg/png/gif (i.e., no psd needed). The competition is to find the best idea on how to display everything. After selection, the winner will be offered further cooperation for the full design of the entire application.