loop app on an iphone, showing the today view with tasks, my week overview, and daily goals

context

the project began with a broader question: why do people procrastinate, and what actually helps them get things done?

procrastination is really a symptom - unclear priorities, fatigue, overwhelm, fear of failure, and low motivation feed into each other, pulling people into what we called the "loop of delay." that's where the project's name comes from: loop is built to break it.

diagram of the loop of delay: lack of motivation, mental fatigue, unclear priorities, fear of failure, overwhelm, and lack of focus feeding into each other
the "loop of delay" - what holds people back

we looked at how people actually organise their time day to day - from notion and todoist to plain notebooks. a pattern emerged: the more features a tool offered, the more likely it became another thing to manage. so we focused on the working styles and behaviours underneath instead.

our approach

three established productivity methods kept surfacing as the logic behind how people structured their day, whether or not they knew the methods by name:

  • pomodoro - working in focused 25-minute intervals, broken up by short rests, for people who need regular recharge points to sustain focus.
  • time blocking - assigning specific blocks of time to specific tasks, for people who think and work best against a clear, bounded schedule.
  • the 3-3-3 method - three hours on your single most important task, three hours on smaller tasks, three hours on maintenance - for people who feel scattered and do better with fewer, clearer priorities.
three method breakdowns: pomodoro (25-minute focus intervals), time blocking (scheduled task blocks), and the 3-3-3 method (3 hours top task, small tasks, and maintenance)
pomodoro, time blocking, and the 3-3-3 method

rather than asking users to bend their habits to fit one system, we asked whether the system could bend to the user instead.

solution

loop is a productivity app that works according to your working style, not the other way around.

that guidance is carried by two characters: buzz, the bee, represents the app - focused, proactive, nudging the user through subtle cues. bo, the bear, represents the user - the tendency to pause or get overwhelmed, with the interface making space for that.

buzz the bee, representing the app's focused nudges, and bo the bear, representing the user's tendency to pause or feel overwhelmed
introducing buzz & bo, the heart of loop

loop opens with a short quiz - "are you a busy bee or a chill bear?" - to get a first read on how someone naturally works.

onboarding quiz screens asking whether you're a busy bee, chill bear, or balanced honeybee, and what your biggest distraction is
onboarding - are you a busy bee or a chill bear?

based on the answers, it recommends the method most likely to fit - pomodoro, time blocking, or 3-3-3 - then checks back in after a week to tweak the suggestion if it isn't working. users are always free to switch methods or blend them.

this plays out as a deliberate piece of choice architecture, carried by buzz and bo:

  • nudge - buzz prompts with gentle reminders rather than demands, so staying on track feels effortless rather than enforced.
  • budge - loop structures the choice itself, surfacing the method most likely to suit a user's habits so they start with minimal friction, while still leaving the decision in their hands.
  • boost - completing tasks earns honey - small, tangible positive feedback that reinforces the behaviour and makes it more likely to repeat.
a nudge notification, short task and week-planning screens, and an achievements/celebration screen, illustrating the nudge, budge, and boost mechanics
nudge, budge, boost - the choice architecture behind loop

we built the narrative around buzz and bo so adopting a new productivity method would feel immersive, not like another tool to learn.

my contribution

my primary contribution was the time blocking experience - called honeycomb hours in the app - designing it so a method associated with dense calendars instead felt light and legible.

honeycomb hours welcome screen, followed by first-run tooltips guiding a user to add routine and tasks to their calendar
welcome screen and first-run tooltips for the time blocking method

the core interaction decision was to split a user's day into two categories before any scheduling happens:

  • routine - recurring, fixed commitments (classes, work, the gym) that structure the day and don't move.
  • tasks - the things that actually need doing, which can be assigned a flexible amount of time.
add routine tooltip and the routine-entry modal, where a user names an event and sets its start time, end time, and reminder
routine-entry modal - tell us what your week looks like

establishing routine first shows users how much of their day is already spoken for, so the remaining open space becomes visually obvious and adding tasks feels like filling gaps rather than negotiating for room. routine renders in purple, tasks in orange, and that distinction carries through the weekly overview, daily view, and every task card.

weekly calendar view with routine blocks in purple and task blocks in orange
weekly calendar - routine in purple, tasks in orange

i designed a weekly view, for a macro sense of how the week is shaping up, and a daily view, for the time-slotted plan, switched with a single toggle.

tooltip explaining the weekly/daily calendar toggle icon, shown alongside the daily list view and the weekly grid view
weekly view and daily view, toggled from a single switch

personality shows up in small moments too - an unchecked task gets a reminder in bo's voice, with the option to mark it done or reschedule. every card can be edited or deleted, with a confirmation before changes save.

bo's reminder prompt asking if the user is about to change their mind about pending tasks, with mark as done and reschedule options
bo's reminder prompt for an unchecked task
task edit screen with a delete option, and a confirmation prompt asking if the user is sure about their changes
task edit screen with a delete option

underneath the personality, the screens lean on core usability heuristics.

usability heuristics annotated on the daily and weekly calendar views: match between system and real world, visibility of system status, consistency and standards, user control and freedom, flexibility and efficiency of use, aesthetic and minimalist design, recognition rather than recall, and error prevention
usability heuristics applied across the daily and weekly calendar
usability heuristics annotated on the reminder prompt and task editing screens: error prevention, help and documentation, flexibility and efficiency of use, user control and freedom, and recognition rather than recall
usability heuristics applied to the reminder prompt and task editing screens

key learning

the biggest takeaway was learning how to turn a familiar, low-tech habit into a digital interaction without losing what made it work.

time blocking can be done with just paper and a pen. the challenge was never adding features - it was designing an interface that felt like an extension of that habit, not an addition to it.

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