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Showing posts with label Digital Payments. Show all posts
Showing posts with label Digital Payments. Show all posts

Thursday, January 11, 2018

How we designed our bank account: NuConta — Part I


In October, Nubank announced our boldest product release since our revolutionary credit card: NuConta, a single account that allows people to save, invest and transfer money in real-time. NuConta is a complete redefinition of how banking accounts should work, and here’s how our design team arrived at this new concept.
NuConta — Main Screen and Account Screen

Start with why

Nubank’s core mission is to remove complexity and empower people. The credit card, our first product, has achieved viral growth among our customers by doing exactly this, but it’s a product accessible only to a select population due to credit analysis requirements. In fact, we have received over 13 million requests to get a Nubank card, but had to say no to a considerable percentage of those people. Our customer base, which is nearing 3 million accounts, is already representative — we’re currently Brazil’s no.5 credit card issuer — but still limited when compared to a market of 120 million Brazilians who are unbanked or have to deal with expensive and abusive banking services that dominate the market.
An example of the list of fees from traditional Brazilian banks
The next logical step in bringing our mission and user experience to a broader population, regardless of their income, credit scores or other barriers, was to build a product anyone could have access to: our version of a banking account, NuConta.

The team

Designing, building and launching NuConta in 12 months was only possible because of how the team was structured and governed. The squad, as we call teams here, was composed from the very beginning of product, financial, engineering and design talent, none of whom had built something like this before. It was a group of unbelievably bright, but most of all humble people, who were completely open to learning and having their opinions challenged.
This was, of course, a fascinating and unique project to be working on, so people couldn’t avoid coming in with their premature views and expectations for what the final product should be. The role of design was as much about facilitating alignment between these expectations, bringing clarity to compromises and decisions, and replacing our biased opinions with real people’s pains and needs, as it was about designing UI flows, copy, or making prototypes.

Design in an Agile Team

As much as we designers like to structure and visualize our process, what happens in our reality is more complex and asynchronous than the diagrams we’ve grown accustomed to.
Doing solid foundational research before starting anything else can surely de-risk product placement, but inevitably delays engineering and thus time-to-MVP.
What we did then, was to work in parallel threads:
  • The Design team working to figure out how to shape the product to answer the customers’ needs.
  • The Engineering team working at full-speed to put the banking infrastructure together.
  • The Intel and Legal team powering through the sea of legislation, third-party interactions and contracts.
How was our process to get to the MVP
Each of these threads constantly fed each other with their learnings and advancements, and we adjusted the product accordingly up to the last moment before shipping.
“Go do the best research you can, come back to tell us what you’ve learned, and we’ll adjust as we go. We’re not afraid of throwing our code away.” — The best thing a UX person could hear from their dev team.

Foundational Research

We were committed to challenging our most basic assumptions about how people understand and use banking services, so our initial conversations were purposefully broad and naive. We started with a simple list of questions, but we adjusted frequently along the way.
  • How do people currently manage their money?
  • What do they think about the different account types? Do they even understand them?
  • Do people save money? Why? Where?
  • Are people aware of product options in the market?
  • How do they feel about the products on the market? What attracts them? What scares them?
  • How complicated is the current landscape for a person with no financial background?
  • If people want to start saving money now, what would be their first step?
The fastest way for us to start asking (and testing) these questions was to sneak them into studies already being conducted by other product teams (namely, credit card and Nubank Rewards). We learned a lot very quickly by “stealing” a few minutes of our colleagues’ interviewing time, but their target audience could be skewed to non-target segments.
To balance that out, we got out of the building to do intercept interviews in places like public universities and spaces, where we could reach a wider variety of people who were not already Nubank customers.
Intercept interviews at the University of São Paulo and Av. Paulista
Designing for financial services is about getting the words right as much as it is about getting screens right
These in-depth early interviews took 40–90 minutes each. We sat down and very informally let people talk about their financial lives, how they felt about saving, investing, transferring, and spending their money. We also experimented with some visual aids such as card-sorting and very cheap prototypes, but honestly our best feedback tools were our competitor's websites and products. We learned an incredible amount just by having people experiment with things other companies have already built.
Analysis of interview transcripts and sense-making phase

Personas

By combining the data from these interviews with others conducted in our lab, and also talking to a lot of our own employees about their finances, we were able to come up with eight personas that represent a gradient of behavior and demographic patterns.
Personas can yield mix results, but we’re confident they were essential in this case. Here’s some of the value personas brought to our process:
  • The team learned that people represent a gradient of experience and behaviors.
  • What we thought would add the most value, was often biased as it was based on our financially savvy perspective.
  • The team learned that it would be impossible to design a product for every type of person, and that we had to choose some group to focus on.
  • Our discussions evolved from being biased by personal opinions to being based on our chosen target’s jobs-to-be-done, pains and needs.
  • Everyone in the team now remembers who Diego (one of our personas) is, what he struggles with, and that our efforts should be focused on making his financial life less complicated and more empowered, instead of our own.
Our eight generated personas

Problem definition

With well-defined personas, we now had a lens through which we could look at the problem. Our initial mission, which was very broad, could now be better expressed in sentences that the whole team could agree on:

What NuConta is / does

NuConta is an evolution of your current and savings accounts, designed for people looking for a more accessible and easy-to-use bank account. It’s free of complexity, doesn’t charge abusive fees, and makes your money grow at a fair interest rate. Differently from big banks and other fintech pre-paid products, NuConta has zero bureaucracy, less friction to adopt and a superior user experience.
Likewise, defining what NuConta was not supposed to do, at least for launch, was equally helpful in creating vision alignment and prioritization:

What NuConta is not / doesn't

NuConta doesn’t serve people looking for advanced investments, home brokerage, paid wealth management advice. It tries to be accessible and self-explanatory, but without becoming an educational product. At its early stage, it also will not support goals or any other kind of gaming mechanics.
We learned from this process that defining a problem is sometimes harder than sitting down to solve it. After dozens of long work days, heated meetings, lots of head-scratching, word-smithing, and sense-making about the material collected during research, the team was finally committed to a unified vision of the product that reflected our customer’s pains and needs instead of our own. We were now ready to deep dive into exploring solutions that would eventually become NuConta.

Part II of this post will tell how the next steps played out: product ideation, UI explorations, concept & usability testing, onboarding design, copywriting, and implementation.
Hit Subscribe to be notified when Part II comes out!


How to Lead High-Impact, Cross-Functional Projects


Even When You’re Not the Boss

This past summer I managed the largest acquisition campaign in my company’s history. I work at HubSpot, a marketing software company that popularized lead-gen campaigns and the whole idea of “inbound marketing,” so this is no small feat (we’ve run massive campaigns over the years).
The campaign, Four Days of Facebook, drove 10x the number of average leads of a typical acquisition campaign and 6x the lifetime value of projected customers.
But I didn’t do it alone. This campaign involved 11 teams and 33 people who directly contributed to the work.
Cross-functional campaigns like this can be big, complicated, and challenging which is why they so often take a boss or recognized leader to make them happen. So I wanted to share my experience as a “non-boss.” I hope it encourages other individual contributors out there to get their co-workers in other departments excited about working on high-impact, cross-functional projects.

Pre-planning: create alignment

You won’t have all the answers on day one, but make sure every conversation you’re having at this stage focuses on one thing: impact. You’ll be asking a lot of people to work hard on something outside of their normal day-to-day, make it clear that your asks will translate into business results.
  • Meet with senior leaders of each team before you ask for their employees commitment on helping. Again, make it clear that you won’t be wasting anyone’s time, you’re out to generate big results.
  • Have a kickoff meeting with the team who will be responsible for delivering the work. At a high-level, you want to let everyone know that you have senior leadership buy-in and the project will be worth their time. On a more tactical level, you’ll also want to get people up-to-speed on the tools you’ll be using to manage the project.
  • Go the extra mile to develop a team culture for your team. You know how developers name their projects crazy-sounding names? It’s surprisingly effective! Give your temporary team a name that makes people feel like they’re a part of something, set up an email alias, and create a Slack channel. Get people excited!
Throughout the pre-planning stage, keep your vision front and center. For Four Days of Facebook we were partnering with Facebook, a fact I repeated constantly.
If people are excited and engaged with your vision, they’ll put up with the inevitable bumps as you achieve lift-off.

During: maintain momentum

The Progress Principle is the idea that humans love the satisfaction of wins, even if they’re small. It’s your best friend as you seek to keep multiple teams and dozens of people aligned and moving in the right direction–constantly show (and celebrate) forward progress.
  • Display it: I put together a registration goal waterfall chart that was updated everyday to show progress. It’s motivating to close-in on and cross that goal line.
  • Never shut up about it: I linked to information about this campaign in my email signature, Slack rooms, wherever I had the attention of my co-workers. And that information was short, sweet, and up-to-date.
  • Be a good partner: You’re not technically the manager of the people on a cross-functional team, but you should implement some management best practices: give people autonomy, figure out how they like to work and what kind of support they need from you.
  • Ask for feedback: I asked questions constantly– Is this system or process working for you? Can I set up these reports in an easier way? At one point during this campaign I asked the senior manager of a few folks working on the project if she had thoughts on how I could run it better, she told me she would love to see weekly updates sent to her and other senior managers. I was avoiding this as I didn’t want to clutter inboxes, but it ended up being one of my best tools for building internal momentum around the campaign.
Don’t overlook the fundamentals of good project management. A framework like DARCI makes roles & responsibilities super easy so you the project lead can just say, “This meeting is for people who are Responsible and Accountable only, we’ll be covering deadlines for next week”, or “This meeting is for people that need to be Informed, it’ll be a milestone check-in.”
Find a project management framework, and stick to it.

Wrapping up: close-the-loop

I run 4–5 acquisition campaigns at HubSpot every quarter and running a campaign of this size and impact was a complete rush and I can’t wait to do it again. But before jumping into the next big project, it’s important to do a clean wrap-up, I want people to be excited to work with me and my team again in the future.
  • Say thank you: Do it publicly via a company announcement or email, and privately. I wrote handwritten notes to every person who contributed to this campaign.
  • Share results soon: Share the quantitative results, but don’t miss Twitter comments from attendees, feedback from partners, or the accolades of your co-workers. This is your chance to make it clear that you promised impact and delivered it.
  • Look for improvement opportunities: Because no matter how successful your campaign was, there are opportunities to do better — Were any deadlines missed? Why? Did any team members not work well together? Can this be addressed?
It’s easy to get stuck in a rut of executing one marketing campaign after the next, and it’s scary to think about leading a big cross-functional project that could potentially fail publicly.
But so often the answer to higher impact is better collaboration. Learning how to lead across teams 10x’ed the impact I was having at my company, I hope it does the same for you.

Tuesday, January 9, 2018

The Video Game Experience


Independent

Best: Rumu

Rumu is a very unique game, and of all the games on this list, I think it’s the one that has the most unique UI. This is most likely due to the fact that Rumu has pioneered the ‘Sentient Vaccuum Cleaner’ genre, and there’s simply no game similar enough to pull inspiration from. Because of this, I’ll briefly summarise the elements I liked the most, so you have an idea of what I’m talking about.
It’s fitting, then, that Rumu’s UI pulls from a number of different genres and also remains quite unique. Rumu (The titular vacuum cleaner himself) has a radial menu to manage it’s quest log and inventory. That’s about where the traditional UI ends, and you start to see some bespoke elements.
Tutorial tips for controls appear outside the environments. This is a nice detail, as it serves not only to communicate the key bind but also as a hint of what you’re supposed to do in any given space.
A similar method is used for doorways or vent spaces — each is earmarked with text or iconography to indicate whether the player can pass through. The difference is actually really important, because it serves to split how the player treats information throughout the game — if the information is inside the room, it’s something to be learned. If it exists outside of the game space, it’s something that little Rumu already knows.
There’s a ‘Datavision’ function that allows Rumu to see how the various smart devices and intractable objects connect. It’s a great way to declutter the environments when the player is being task oriented, and it also often hides hidden easter eggs or gadgets.
One of the smartest UX features of Rumu is how it uses it’s palette and art style to generate emotion. A clean, white kitchen feels calm and simple, while crawling through vents on a sinister dark background gives the game a sense of urgency and danger.
Rumu is beautiful, functional, unique, and incredibly evocative. It’s UX blends perfectly with the narrative of the game, and aids in the storytelling.
Conclusion:
Independent developers are constantly coming up with new, interesting ways to interact with their games. There’s even a few on this list: Hand of Fate 2 and Tooth of Tail both innovate in a well-trodden genre.

Rumu’s a little different, because the robot vacuum cleaner genre isn’t quite as mature as, say, first person shooters. Despite this, the interactions in Rumu feel natural; the spacial and diagetic elements are what I’d expect a robo-vacuum to see in the world, and the meta UI tips help move the player along without breaking the (sometimes literal) fourth wall.

I look forward to seeing the robot vacuum cleaner genre evolve.

Worst: Stationeers

Picking this game sparked an internal debate in my mind over having a ‘Worst’ section at all, but in the end I decided it’s always better to get your feelings out than internalise them.
I really enjoyed Stationeers; I played almost six hours straight in my first run through. It’s an incredibly complex space space station construction game. Most of it’s UI is inoffensive: a simple HUD with your vitals and atmosphere stats, and a slot-based inventory system.
It all falls apart for me in the item management. Rather than go into specifics, I’ll give you an example: I need to take the empty battery out of my welding torch, and replace it with a full one.
I have to press 5 to open my tool belt, use the scroll wheel to highlight the torch, press F to put it in my hand, press R to open the torch’s inventory, press E to change hands, press F to move the batter into my free hand.
Now I press 2 to open my suit inventory, scroll wheel to an empty slot, press F to place the flat batter in there. Scroll wheel to the full battery, press F to place it in my off hand. Press E to change hands. Press R to open the torch inventory. Press E to change hands. Press F to place the battery in.
That’s…15 key presses. I can see what they were going for with this system, but there’s got to be a better way.

Virtual Reality

Best: Lone Echo

If UX as a practice is still in it’s infancy, UX for VR is a single-celled organism attempting mitosis for the first time. Nobody really has any idea what’s going to work and what’s not going to work, and so many games have great executions with a poor UX.
Lone Echo feels like someone looking at what VR will be doing five years from now, and dragged it screaming back into 2017. I don’t think it’s hyperbole to say that Lone Echo’s UX will help define the future of virtual and augmented reality interfaces.
There’s no HUD in Lone Echo, instead opting to have your UI displayed from various arm-mounted gadgetry. Jack, the player character, has a number of controls and panels along his suit, each of which the player can interact with to reveal various elements interfaces.
This actually annoyed me at first — I wasn’t sure why a robot need any sort of interface at all. However, the interactions available are just so neat and genuinely enjoyable, it becomes a very small nitpick. You will also witness other characters in the game use the same interface, which gives some internal consistency to the game.
Talking to someone, for example, is a matter of simply looking at them and tapping a button the controller. This spawns a list of dialogue options that you select with your finger. It’s a simple thing, but being able to quickly interact with the object your looking at feels great.
Any panels you summon are intractable with your hand. You can scroll and tap like you would on an iPad. It feels completely natural to work with, and there were very few times after the opening minutes where I had trouble with this interaction style.
Similarly, Jack’s wrist holds a number of functions and features that are activated using your opposite hand. Slide across your forearm to open your objectives. Tap the top of your wrist for your scanner, or the side of your wrist for your welder. The interactions are so second-nature after having used them a few times that I found myself not even looking at my hands as I did these simple tasks.
Most of what you see in Lone Echo comes from somewhere. The locomotion, the dialogues, the tool interactions, are all borrowed from games that have come before it. Lone Echo proves that these interactions are unequivocally the right way to do them, and if done right, can be so immersive and intuitive that the player doesn’t have to remember them, they just become the way things are done.
Just like the brilliant writing and slick graphics, Lone Echo’s UX is the reason it’s such a successful game. It keeps the player completely immersed in everything they’re doing, no matter how complex the task. At it’s best, the interactions in Lone Echo are actually fun to use. Menus that are fun! If that’s not a revolution, I don’t know what is.
Conclusion:
The most immersive experience I’ve ever had in a video game. Lone Echo bends over backwards to put you in the moment with objects that behave like the user expects they should, and an environment that is consistently interactive.

Lone Echo isn’t held back by trying to fit it’s UI into it’s narrative — it’s built it’s entire user experience around the narrative, instead. Lone Echo sets the standard for VR UX to come.

Worst: None

It’s a cop out, I know. Truth be told, I haven’t played a VR game that released in 2017 that had any truly awful UX. There’s plenty of games that make some missteps, or the occasional obvious error, but this is going to happen with a still-growing genre like virtual reality. For now, VR gets a pass.
If you got this far, thanks for reading! Hopefully you found something interesting in my choices. Please feel free to comment with your opinions, especially if there’s something great that I missed.
I’m

Who owns the internet?


Six perspectives on net neutrality

This week, the Federal Communications Commission will vote on the future of net neutrality. Whether you’ve been following the political back and forth, skimming the headlines, or struggling to decode acronyms, the decision will have an impact on what we can do online (and who can afford to do it). Because the internet has effectively been free and open since the day it was born, it’s easy to lose sight of the impact this vote will have.
The reality is, the internet is a fragile thing. Open, crazy, weird spaces where people swap stories and secrets, create rad digital art projects, type furiously and freely with people seven time zones away — these spaces are rare. People build them, people sustain them, and now, people are trying to restrict them. If this week’s vote passes — which is looking increasingly likely — the internet’s gatekeepers will have more control over their gates than ever before.
Because we live and breathe the internet, laugh and cry on the internet, connect with people who’ve tangibly changed our lives on the internet, we decided to gather some perspectives on this moment in time. Why it matters, how we got here, and what the future may hold. Here are some of the most insightful essays we’ve found on Medium to help us make sense of the fight to keep the net wild and free.

In 1989, Tim Berners-Lee invented the World Wide Web. Now, he’s defending it. “I want an internet where consumers decide what succeeds online, and where ISPs focus on providing the best connectivity,” Berners-Lee emphasizes. Content and connectivity are two distinct markets, and they must remain separate. Conflating them risks blocking innovation, free expression, and the kind of creativity that can only thrive online.
What’s happening now is not just about net neutrality, law professor Lawrence Lessig argues, but about the foundations of our democracy. Tracing the history of the concept from its origins in the aughts (one of his students, Tim Wu, coined the term “net neutrality”), Lessig sees the rollback of Obama-era regulations as a symptom of a larger issue: a democracy that doesn’t serve its people.
Through statistical analysis and natural language processing, data scientist Jeff Kao shows that millions of pro-repeal comments submitted to the FCC were faked. Organic public comments, according to Kao’s analysis, overwhelmingly supported preserving existing regulations. The report calls into question the legitimacy of the FCC’s comment process, and the basis of chairman Pai’s intention to roll back regulations.
In part one of a five-part series on net neutrality, computer scientist Tyler Elliot Bettilyon takes us back to FDR’s New Deal. Piecing together the history of “common carrier” laws — those that govern everything from shipping to telephone lines — Bettilyon contextualizes today’s fight for a free and open internet.
Social psychologist E Price interrogates the idea that the internet we’ve grown to love is really as “free and open” as we’d like to think. “Internet activity is already deeply centralized,” Erika writes, and major social media sites are today’s answer to the Big Three TV networks of a few decades ago. The internet is closer to cable than we think, and it’s (probably) about to get even closer.
Why should the internet be a public utility? Economist umair haque debunks the “competition will lower prices” argument against internet regulation, and makes a compelling case for why going online, “just like water, energy, and sanitation,” should be a basic right: “It dramatically elevates our quality of life, best and truest when we all have free and equal access to it.”
Visit battleforthenet to write or call your congressperson in advance of the vote. You can also text a few words of your choice to Resistbot.

Sunday, January 7, 2018

All you need to know about Progressive Web App


The officially unofficial PWA logo
By now you must have heard this buzz word called “ Progressive Web App ”. Let me give you a simple definition about PWAs.
Progressive Web Apps are Web Apps which combines the best features of Web and Native Apps. It is progressive because it is constantly progressing.

Why Progressive Web Apps?

Now let’s talk about the “WHY”. Why Frances Berriman and Alex Russell came up with a concept called Progressive Web Apps? Before that let’s understand what problems does it solve.

Problems with Native Apps?

We all have used Android or iOS apps on our smartphones. We use them for all kinds of thing. But while installing any Android/iOS apps we go through these problems :
  1. Is this app worth downloading?
  2. Do I have enough space?
  3. My available data is not sufficient.
One recent survey shows that people are turning away from Android/iOS apps, because not all app experiences are satisfying or worthwhile. Some people simply don’t want any more apps on their phone, some even hesitate to download any app.
If you take a look at the apps installed on your mobile right now there might be at least a dozen apps that you do not use regularly. Sometimes apps only works good when the phone has an active internet connection.
The irony is that most of the apps have a fully responsive website performing the same functions. So why waste your precious disk space and your internet data on your smartphone by installing the native app? The average size of apps that we install from play store/app stores would range from 30–200MB. Moreover, these app needs to updated every week! But Progressive Web Apps are within some KBs and are automatically updated. Thanks to service worker. 🙂
What if a website can do that and much more than a Native app? This is what Progressive Web Apps (PWA) are trying to accomplish.
In short, Progressive web apps combine everything that is great about a native mobile application with everything that is great about a mobile website.
Some other ways I like to describe them:
“The best of the web, plus the best of native apps”
Or, in Alex’s words:
“Just websites that took all the right vitamins”

Features of PWAs:

  • Progressive — The word progressive means it works for every user, regardless of browser choice because they’re built with progressive enhancement as a core tenet.
  • Responsive — Automatically adjustable to any form: desktop, mobile, tablet etc.
  • Load Time — Progressive Web Apps are instantly available
  • App-like — Feels like a mobile app with app-style interactions since it’s built on the app shell model.
  • Fresh — Always up-to-date so you do not need to update it again and again like any other Android/iOS apps.
  • Safe — Served via HTTPS to ensure content is securely delivered
  • Engaging — Features like push notifications, etc. makes it very engaging.
  • Installable — Allows users to install the website as an app on their home screen without the taking user to an app store.
  • Linkable — Easily shared via a URL and do not require complex installation.

Benefits of making a Progressive Web App rather than building a fully functional Android App?

  • Cost Effective  — For an app publisher, the biggest advantage is the cost saving in terms of app development and maintenance. Because it is assumed that making a website is lot more easier than making a Android App.
  • Cross Platform— Unlike any other apps, Progressive Web Apps are not restricted to any specific platform. That means you do not need to develop separate versions of app for different platforms.

10 REASONS PROGRESSIVE WEB APPS WILL BE THE FUTURE OF APPS

Some Popular Companies that Do Progressive Web Apps

Introducing Flipkart Lite — The progressive mobile web app

Flipkart, India’s largest e-commerce site, decided to combine their web presence and native app into a Progressive Web Application that has resulted in a 70% increase in conversions. Flipkart’s PWA takes merely 100KB to download, is 100 times smaller than the 10MB Android app and 300 times smaller than the iOS app. Repeat visits take less than 10KB to download.

How to use a Progressive Web App?

Probably, you must be wondering how to use a Progressive Web App! Well, you can just click on any links mentioned above. But provided that you must be using a smart phone in order to install it your own device.
Now let’s click open Flipkart in chrome. ( You must be using a Mobile Device ). Below are some screenshots which demonstrates the installation of a PWA.

Chrome Dev Summit Announcments:

Progressive Web Apps: Great Experiences Everywhere (Google I/O ‘17)

Microsoft is supporting Google’s Progressive Web Apps platform and that’s great news for everyone.

Microsoft recently announced that Progressive Web Apps (PWA) will soon be supported by the Microsoft Edge web browser. Moreover, a few apps hitting the Windows Store — like Slack and Trello — are now mixing PWA with Electron and elements of the Universal Windows Platform (UWP).


Saturday, January 6, 2018

What we learned about productivity from analyzing 225 million hours of working time in 2017


This post was originally published on the RescueTime blog. Check us out for more like it.
When exactly are we the most productive?
Thinking back on your last year, you probably have no idea. Days blend together. Months fly by. And another year turns over without any real understanding of how we actually spent our time.
Our mission at RescueTime has always been to help you do more meaningful work. And this starts with understanding how you spend your days, when you’re most productive, and what’s getting in your way.
In 2017, we logged over 225 million hours of digital time from hundreds of thousands of RescueTime users around the world.
By studying the anonymized data of how people spent their time on their computers and phones over the past 12 months, we’ve pinpointed exactly what days and times we do the most productive work, how often we’re getting distracted by emails or social media, and how much time a week we actually have to do meaningful work.
Key Takeaways:

What was the most (and least) productive day of 2017?

Simply put, our data shows that people were the most productive on November 14th. In fact, that entire week ranked as the most productive of the year.
Which makes sense. With American Thanksgiving the next week and the mad holiday rush shortly after, mid-November is a great time for people to cram in a few extra work hours and get caught up before gorging on Turkey dinner.
On the other side of the spectrum, we didn’t get a good start to the year. January 6th — the first Friday of the year — was the least productive day of 2017.

Now, what do we mean when we talk about the “most” or “least” productive days?

RescueTime is a tool that tracks how you spend your time on your computer and phone and let’s you categorize activities on a scale from very distracting to very productive. So for example, if you’re a writer, time spent in Microsoft Word or Google Docs is categorized as very productive while social media is very distracting.
From that data, we calculate your productivity pulse — a score out of 100 for how much of your time you spent on activities that you deem productive.
On November 14th, the average productivity pulse across all RescueTime users was a not-so-shabby 60.

How much of our day is spent working on a digital device?

One of the biggest mistakes so many of us make when planning out our days is to assume we have 8+ hours to do productive work. This couldn’t be further from the truth.
What we found is that, on average, we only spend 5 hours a day working on a digital device.
And with an average productivity pulse of 53% for the year, that means we only have 12.5 hours a week to do productive work.

What does the average “productive day” look like?

Understanding our overall productivity is a fun exercise, but our data lets us go even deeper.
Looking at the workday (from 8am–6pm, Monday to Friday), how are we spending our time? When do we do our best work? Do different tasks normally get done at different times?
Here’s what we found out:

Our most productive work happens on Wednesdays at 3pm

Our data showed that we do our most productive work (represented by the light blue blocks) between 10 and noon and then again from 2–5pm each day. However, breaking it down to the hour, we do our most productive work on Wednesdays at 3pm.
Light blue represents our most productive work

Email rules our mornings, but never really leaves us alone

Our days start with email, with Monday morning at 9am being the clear winner for most time spent on email during the week.
Light blue represents our busiest time for emails

Software developers don’t hit peak productivity until 2pm each day

What about how specific digital workers spend their days?
Looking at the time spent in software development tools, our data paints a picture of a workday that doesn’t get going until the late morning and peaks between 2–6pm daily.
Light blue represents when we’re using software development tools

While writers are more likely to be early birds

For those who spend their time writing, it’s a different story.
Writing apps were used more evenly throughout each day with the most productive writing time happening on Tuesdays at 10am.
Light blue represents when we’re using writing tools

What were the biggest digital distractions of 2017?

It’s great to pat ourselves on the back about how productive we were in 2017. But we live in a distracted world and one of our greatest challenges is to stay focused and on task.
Here’s what our research discovered about the biggest time wasters of last year:

On an average day we use 56 different apps and websites

Depending on what you do, this number might not seem that bad. However, when we look at how we use those different apps and websites, things get a bit hairier.
When it comes to switching between different apps and websites (i.e. multitasking), we jump from one task to another nearly 300 times per day and switch between documents and pages within a site 1,300 times per day.

For Slack users, 8.8% of our day is spent in the app

There’s been a lot of talk about how much email and communication eats into our days. But what do the numbers look like?
What we found is that for people who use Slack as their work communication tool, they spend almost 10% of their workday in the app (8.8% to be exact).

We check email or IM 40 times every day

What’s more telling is how often we check our communication tools, whether email or instant messengers like Slack or HipChat.
On average, we check our communication apps 40 times a day, or once every 7.5 minutes during our 5 hours of daily digital work time.

Almost 7% of every workday is spent on social media

I’m sure most of us try not to spend time on social media while at work. But our data showed that almost 7% of every workday was spent on social media.
It’s not only time spent that’s the issue, however. On average, we check in on social media sites 14 times per workday, or nearly 3 times an hour during our 5-hour digital day.

So, what does all this tell us about how we spend our days?
Well, first off, we need to remember that averages shouldn’t be treated as universal truths. Everyone works differently. But having a high-level look at productivity and the things that get in its way is a powerful tool in improving how you work.
The biggest piece of advice we can pull from all this data is to be aware of the limited time you have each day for meaningful work, and spend it wisely.
Our days are filled with distractions, and it’s up to us to protect what time we have.

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