unblock.

Overcoming Workplace Procrastination

Unblock is a digital service that helps young professionals tackle workplace procrastination by addressing its root causes—inner resistance, self-doubt, and lack of self-awareness. It uses personalised AI-driven tools and a buddy system to boost productivity.

Unblock is a digital service that helps young professionals tackle workplace procrastination by addressing its root causes—inner resistance, self-doubt, and lack of self-awareness. It uses personalised AI-driven tools and a buddy system to boost productivity.

Unblock is a digital service that helps young professionals tackle workplace procrastination by addressing its root causes—inner resistance, self-doubt, and lack of self-awareness. It uses personalised AI-driven tools and a buddy system to boost productivity.

CONTEXT

Major Project as a part of MA UX and Service Design Course

ROLE

Solo Project

UX/UI & Digital Service Designer

TOOLS

Miro, Figma, Optimal Workshop, Dovetail

PROJECT DURATION

February - August 2024

PROBLEM

Workplace procrastination among remote workers impacts both careers and businesses, costing companies thousands annually.

Remote work has transformed the way we operate, but it also fosters an environment where procrastination can thrive, creating a vicious cycle of stress, delay, and avoidance. Yet, effective solutions remain scarce.

SERVICE SOLUTION

The key to overcoming procrastination lies in two things: understanding your behavior and staying accountable. Unblock empowers users to do both.

DESIGN PROCESS

To deeply understand the root causes and develop a meaningful solution, I followed the Double Diamond framework.

PROBLEM SPACE RESEARCH

I used primary research to explore deeper motivations behind procrastination and capture snapshots of emotional states and productivity throughout the day.

By prompting users with storytelling techniques, I encouraged them to share their daily struggles, revealing procrastination effect on work efficiency and role of workplace culture in procrastination. Methods like card sorting and diary studies provided valuable insights into daily priorities and barriers.

DATA ANALYSIS

Through thematic analysis and affinity diagramming, I gained a more nuanced understanding of procrastination behaviours.

Here, data became a window into users' worlds. Using the COM-B model revealed critical gaps in users' capability, opportunity, and motivation, helping me step into their shoes and truly empathise with their struggles.

KEY INSIGHTS

Procrastinators face inner resistance, often due to a lack of self-regulation and understanding of their own behaviour.

The deeper I analysed the data, the clearer I began to see patterns in user motivations:

TARGET USER

Hybrid workers face unique challenges with procrastination, particularly due to remote work dynamics.

By reframing insights into task and experience goals, I uncovered significant pain points and user needs, giving a clearer, empathetic view of the challenges faced by young professionals.

DESIGN VISION

Based on tese insights, I developed a UX Vision and set of design principles to guide the solution stage.

SOLUTION SPACE

An iterative process, driven by user feedback, shaped every step of the solution.

Over five key iterations, I continuously refined the concept based on feedback from 12 participants, ensuring it continuously aligned with user needs.

SECONDARY RESEARCH

Cognitive tools and archetypes helped me tailor the solution to diverse procrastination triggers.

My research reinforced how Cognitive Behavioural Tools can reduce procrastination by connecting thoughts and feelings. Integrating procrastination archetypes into the process, allowed users to connect with their own unique procrastination triggers, which I found to be missing in existing competitor solutions

CONCEPT DEVELOPMENT & CO-DESIGN

Ideation and Co-Design Session with psychology expert helped shifting focus to a more supportive solution.

I formulated How Might We questions to define opportunities, and used methods like Crazy 8s and Negative Brainstorming to explore diverse ideas. After selecting the final concept and prioritising key features, I integrated data and AI, and developed a contextual scenario.

PROTOTYPING

Storyboarding and ad prototyping revealed the need for personalisation and a shift to focus on individual users.

Addressing concerns about unwanted competition among colleagues, I ensured the solution catered more effectively to individual needs, rather than team-based rivalry.

Paper prototyping highlighted need of refining user flow and enhancing control features.

Based on the feedback, I developed an assumption-based journey map to identify and prioritise the riskiest assumptions. Although I created a flow and sitemap, some questions still required further prototyping to clarify.

Lo-Fi prototyping and Collaborative Work Session validated the core assumption of positive impact of accountability partners on boosting productivity.

After testing a lo-fi Figma prototype, we shared goals, and worked independently for 25 minutes. Users noted that "seeing me work kept them focused."

Hi-fi prototyping ensured intuitive app flow and user satisfaction

Final usability testing on daily check-ins and tool navigation confirmed that simple changes to content and UI could reduce cognitive load, delivering a more satisfying user experience.

ITERATIONS

Major changes in my design

Each iteration led to tangible improvements based on real user feedback, honing Unblock’s design to be a true reflection of users’ needs.

SERVICE DESIGN DETAIL

Aligning values, partners, and ecosystem for seamless service delivery.

I used the Value Proposition Canvas, Stakeholder Map, and Service Blueprint to ensure the service aligned with user needs and key partners. This helped me map out the ecosystem and ensure smooth delivery, from app development to mental health support, with a B2B2C model aimed for social impact, creating a network that extended beyond the app itself.

Unblock operates within a digital ecosystem linking marketing, business clients, IT services, and mental health professionals.

FINAL SOLUTION

Seeing the service in action through Alex's experience in a video

Meet Alex, a remote worker juggling a challenging project. Like many others, Alex often finds himself scrolling through TikTok to avoid difficult tasks.

Check out the Figma prototype to explore the experience firsthand!

CONCLUSION + LESSONS LEARNED

What I learned from the project

  1. Prototyping early fosters creativity. I learned the value of testing ideas sooner to uncover potential improvements faster.

  2. Stakeholder involvement strengthens design. Involving mental health experts earlier would have provided deeper insights. Moving forward, I’ll actively seek expert feedback in future projects.

  3. Interdisciplinary collaboration broadens perspectives. Working across different fields like business and psychology deepened my understanding of how they all come together in design. I’m now more confident in approaching projects with a more holistic mindset.

  4. Balancing strategy with user needs is essential. This project taught me to integrate user-centric design with a broader service strategy effectively.

Thank you for reading! ✨

For more work inquires or to chat email me at