UX Research · Tool Design · Neurodivergent UX

SpellStep

A gamified task management app for neurodivergent users — designed to replace guilt with story.

Role UX Researcher & Designer
Platform Figma Prototype
Target Users Students with ADHD & AuDHD
Methods 8 research methods
UX/UI Design Neurodivergent UX SDT Framework Usability Testing AI Companion
8
Research methods
5
Interviews
ADHD / AuDHD
86%
Tree test
success rate
2
Prototype test
rounds

The Problem

Existing focus apps are built for neurotypical users. For ADHD and AuDHD users, punishment-based streaks and cluttered UIs don't motivate — they cause shame, avoidance, and abandonment.

"I hate starting things, but I can do 15 minutes."

P4 — Interview

"I hate cluttered tools."

P5 — Interview

"Having class deadlines is the only way I get stuff done."

P3 — Interview

Literature Review

Task initiation is both a cognitive and emotional problem, so before any interviews happened, three peer-reviewed sources shaped what we tested for and why.

The Focus Paradox

Gamified focus apps (Focus Quest, Forest, Study Bunny) can become the very distraction they're meant to prevent — the mechanic itself competes for attention.

Gamification & Motivation

Gamification only motivates when it makes users feel capable and in control. When it reads as pressure, points and badges actively demotivate — simple feedback outperforms heavy reward systems for users who get easily overwhelmed.

ADHD & Structured Play

Chess-based training games for ADHD teens didn't improve executive function overall, but did measurably help emotional regulation and attention — evidence that simple, structured mechanics can help without adding stress.

This is why the research combined literature, interviews, and testing rather than leaning on any single method: no one source could capture both the cognitive and emotional sides of task initiation on its own.

User Research

5 semi-structured interviews with ADHD and AuDHD students. Sessions included app walkthroughs and post-task emotional reflection. Insights were synthesized via affinity diagramming.

Affinity diagram showing 6 research themes: Task Initiation & Overwhelm, External Structure & Support, Environment Preferences, Motivation & Progress, Tool Usage & Preferences, Feedback & Emotional Safety

Affinity diagram — 6 themes across 5 participants

Key finding

Participants procrastinated not out of laziness but confusion about the first step. The barrier was initiation, not motivation.

Key finding

All participants preferred people over apps for accountability. No existing tool felt emotionally safe enough to return to after a missed day.

User Personas

Two personas synthesized from interview data — Sharon (the "before" state) and Alex (the "after" — what SpellStep enables).

Sharon persona — 20 year old ADHD student, needs tasks broken into clear steps, pain points include task overwhelm and deadline dependency

Sharon — overwhelmed, deadline-dependent

Alex persona — 25 year old AuDHD student, needs gentle feedback and visual progress, pain points include perfection paralysis and task avoidance

Alex — perfection paralysis, avoidance spiral

Journey Maps

Sharon's journey shows the chaos without SpellStep — task overload, tool-switching, avoidance, deadline panic. Alex's shows how SpellStep intervenes at each emotional low point.

Sharon's journey map showing emotional arc from task overload through tool-switching, avoidance spiral, and last-minute scramble — with design opportunities at each stage

Sharon — Task Overload → Tool-switching → Avoidance → Last-minute Scramble

Alex's journey map showing perfection paralysis, planning but not starting, task avoidance, and finally a kind spark of momentum from SpellStep's companion

Alex — Perfection Paralysis → Planning Loop → Avoidance → Kind Spark of Momentum

Additional Methods

Beyond interviews and journey mapping, the research included competitive analysis, IA testing, and two rounds of prototype validation.

Heuristic Evaluation

Evaluated Forest and Focus Quest using UI Tenets & Trap Cards. Forest's plant-death mechanic caused genuine guilt. Focus Quest's rewards felt irrelevant to actual work.

Tree Testing — UXArmy

86.25% success rate, but directness dropped to 67.5%. Task 10 (edit companion personality) failed at 37% — narrative labels confused users without visual support.

Open Card Sort — Optimal Workshop

24 cards, remote participants. Structural features (steps, timers, goals) had 78–92% agreement. Emotional support features scored 12–25% — users had no shared mental model for them.

Prototype Testing — 2 Rounds

Round 1 (1 participant) exposed missing pet icons and a confusing duplicate button. Round 2 (3 participants) confirmed fixes — and revealed "Decide for Me" had 0% comprehension.

Design Decisions

Every feature traces back to a specific research finding.

  • Task chunking into "spell steps" — interviews: users were stuck on the first step, not unmotivated
  • No punishment for inactivity — SDT literature + Forest testing: guilt mechanics caused abandonment in ND users
  • Plain-language emotional labels — card sort: emotional support features scored lowest (12–25% agreement) — users needed simpler, more predictable naming
  • Ambient companion over dialogue popups — prototype Round 2: intrusive dialogue was "annoying rather than motivating"
  • "Decide for Me" removed — prototype Round 2: 0% comprehension across 3 participants
  • Visual progress map — card sort: "progress" had no consistent mental model; narrative framing made it emotionally legible

Reflection

What I'd do differently: run the tree test earlier. We caught IA problems through it, but only after some early design decisions were already emotionally "sunk cost" for the team. Testing structure before visual design would have saved a revision cycle.

Key Learnings

View Narrative Design Case Study →