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Monday, January 8, 2018

UI/UX Case Study: Mobile Self-Checkout App Design Concept


Fashion Retail and E-Commerce App Redesign

The UI/UX case study documents the processes involved in a redesign of a fashion retail and e-commerce app. The app includes a product scan feature for customers to perform a self-checkout at a physical store. This design sprint took 11-days to complete and is submitted to the UXDI course at General Assembly, Singapore.

Project Brief

Work in a team to identify problems and/or opportunities with an existing mobile application and utilise your knowledge to design a solution.
For this project, my team selected the Uniqlo, Singapore app to redesign. For this documentation, the brand name will not be mentioned again below. The ideas below apply to most fashion retailers with an e-commerce presence.

Overview

The 11-days group project (3 members) includes the following processes and methodologies:
#1 Discover
  • Background research
  • Contextual inquiry
  • User Interviews
  • Online surveys
  • Competitive analysis
  • Heuristic evaluation
#2 Define
  • Affinity mapping
  • User personas
  • Customer journey mapping
  • Feature prioritisation
  • Design studio
#3 Design
  • Wireframe
  • InVision prototype
  • Visual mock-up
#4 Testing
  • Usability testing
  • System Usability Scale study
#5 Deliver
  • Interactive prototype
  • Visual mock-up
  • Research report
  • Presentation

The Context — Competitive Retail Scene & Mobile Payment in Singapore

News clippings from The Straits Times and Channel NewsAsia
It is increasingly difficult for retail businesses to remain competitive in Singapore. This is due to the high rental fees to maintain a physical store and the difficulty in hiring lower-skilled sales assistants.
In addition, consumers are increasingly shopping online on platforms such as Taobao, ASOS, ZALORA for their fashion fix.
In the recent Singapore National Day Rally Speech (Aug 17), the prime minister pushes for consumers and retailers to adopt mobile payments. This will be done through initiatives such as ‘PayNow’ and a common national QR code.
Based on this setting, my team picked a retail outlet with a physical and online (mobile app) presence as our project.

Heuristic Evaluation

Screen grab from heuristic evaluation report–Consistency and Standards
First, we started by analysing the existing app to identify key problems and issues. This was compared to online reviews on Google Play and the App Store.
App reviews on Google Play and Apple App Store
The main issues discovered was the app is a hybrid app, i.e. it is pulling information from a web page. This creates potential issues:
  1. Slow loading as most of the information is downloaded only when needed.
  2. The experience is not catered to mobile. Fonts, buttons, and images appear too small on the mobile phone.
  3. Navigation is inconsistent throughout the app.

Competitive Analysis

Competitive Analysis–Comparing features on the Home screen
Next, we compared the app to the competitors’ apps. The competitors are determined by these 4 points:
  1. Fashion retailers with a physical store in Singapore;
  2. Has an e-commerce mobile app;
  3. Similar price range and demographics;
  4. Fast-fashion retailer.

Key findings identified were:

  1. Most shoppers do not know of or use the apps;
  2. No in-store signages were found to encourage its usage;
  3. Competitors have a barcode scanner to provide additional product information. This feature integrates the in-store and mobile experience;
  4. Competitors have a significantly better app presentation as it feels less cluttered;
  5. App approaches may be different — one is more editorial, while the other is focused on e-commerce.

The Big Questions — How Might We…

At the start of the project, we had three main questions in mind.
How might we…
  1. adapt the physical store experience into a mobile experience?
  2. use a mobile app to further enhance the physical store experience?
  3. adopt mobile payment or a mobile self-checkout at a physical store?

Defining the In-store Experience

First, we define the unique experience at the physical store to adapt it to the mobile app.
  • Greeted with ‘Welcome to (the store)’ every time you enter the shop;
  • Same familiar shop layout at every outlet;
  • Wide open aisle, bright lights, neatly stacked shelves;
  • Sales and promotions throughout the year for different products each week;
  • Easy to find the right sizes without help from a sales assistant;
  • Strong visual branding from clothes tag to signages.

Contextual Inquiry/Field Study

Contextual inquiry at the physical store
We conducted a field study at an outlet by speaking to customers and shop assistants. Also, we showed the product scan feature found on our competitor’s mobile app.

What we noticed and found out:

  1. Shoppers do not know of the app even though they frequently shop at the store.
  2. The current app is for e-commerce only.
  3. Shoppers will consider shopping online after knowing of the app.
  4. Shoppers are wowed by the product scan feature as the technology is fascinating. The same technology is already available at a kiosk at the flagship store (in the city). Other smaller outlets (in the neighbourhoods) did not have this kiosk, probably due to space constraints.
  5. The same product might be cheaper in the app as there are mobile exclusive discounts. This, although they may incur additional delivery fees ($6 for spendings < $30).
  6. Various products are available only at the flagship store or on the mobile app.
  7. Long queues were observed at the store during peak hours.

User Interviews

Sample interview questions grouped by topics
We interviewed 7 users to find out what they think of the current app. The questions we asked were centred on various touch points common to fashion e-commerce apps. For example, we asked questions related to:
  1. browsing for clothes,
  2. making a purchase,
  3. waiting for the delivery,
  4. receiving the items,
  5. and making returns.

Key findings from the interviews:

  1. The app is easy to browse, hence there are no major issues with the navigation. The only issue is with ‘dresses’ being classified under ‘tops’.
  2. Frustration comes from the lack of filtering and a complicated check-out process.
  3. The app lacks clarity in the delivery options and fees.
  4. The app presentation is messy.

Affinity Mapping

Existing App User
Shopper–Potential App User
After conducting user interviews and contextual inquiry, the next step we did was to organise the insights into groups in an Affinity Map. With this map, we could identify common habits, problems, and pain points. The map also helped us to identify 2 key personas (elaborated below) where the same coloured post-its are usually grouped together. Eg. Red and pale blue posts-its are existing users.

User Personas and Customer Journey Map

Based on the patterns identified in the affinity map, we came out with 2 personas — an existing user of the app, and a current shopper who is a potential user of the app. These personas describe a typical user/potential user, their habits, problems, pain points, and other details about him/her.
Persona 1 — Existing user of the app
User Persona–Existing user of the app
Customer Journey Map–Shopping on the App
Katie prefers to shop online and is an existing user of the app. She wants quick access to all the discounts and finds it difficult to find the size and availability of the items she wants. While she is familiar and comfortable using the app, she hopes the user experience can be improved.
Persona 2 — Existing shopper and potential user of the app
User Persona–Shopper at physical store/Potential user of app
Customer Journey Map–Shopping at a physical store
Natalie shops at the physical store and is not aware of the existing app. While she enjoys shopping at the store, there are often long queues at the payment counter. She may be a potential user of the app since she uses other e-commerce apps to shop for clothes.

Potential project approaches:

  1. The redesign should not affect current users of the app. Navigation should be kept similar to the existing app and website.
  2. New features can be added to the app for current shoppers to use it in-store.
  3. Users should be able to access ‘Promotions’ quickly since it is a major feature of the brand.
  4. Increase awareness of the app through in-store posters and other marketing efforts.

Feature Prioritisation Matrix

Feature Prioritisation Matrix–User Needs vs Business Needs
57% of users surveyed rated a 4 or more, that is important to have a self-checkout counter in-store
Through a design studio process, we came up with various new features we intend to include in the new app. To come out with a Minimal Viable Product (MVP, or Minimal Lovable Product, MLP) we conducted an online survey to find out what users want on the app. We looked at the features from the business perspective and organised them according to our user and business needs. Features at the top right corner (the box in red) are the ones that should be included in the new version of the app.

Storyboards

The new features are illustrated in storyboards, detailing the environment, scenario, and context where the app may be used.
Storyboard by Parul–Receiving a push-notification when user is near the store
Storyboard by Parul–Using the barcode scan and self-checkout function

Mid-Fi Prototype & First Usability Test

Mid-Fidelity Prototype by Parul
Since my team comprises two visual designers (myself included), we skipped to a mid-fidelity prototype after doing quick sketches. Visuals of the clothing may be important in helping users visualise the actual app.
The version was used for testing with actual customers on our second trip to the store. The purpose of the test is to determine if customers are receptive to the new scanning and self-checkout feature.
Key findings from the usability test:
  1. Customers are able to identify the scan feature and its uses.
  2. Most customers are able to expect what will appear after scanning the product.
  3. However, they questioned the need to know more product information when they have the physical item on hand.
  4. Customers will use the self-checkout ‘only when there is a queue’. This is to be expected since most Singaporeans are more comfortable making payment by cash at a counter.
  5. However, most highlighted there they are slowly accepting mobile payments and self-checkout systems as part of the future retail experience.
  6. The wishlist feature was removed subsequently as users do not require the function.

Hi-Fi Prototype

From the usability test, we iterated a high fidelity prototype. The branding was also enhanced in the design by using the right fonts and colours. The interactive prototype can be viewed on InVision.

Feature Demonstration

Scan Feature

We created a video to show the new scan feature on the app since it was impossible to prototype the actual feature.
App Scan Feature Prototype Demo

Delivery Target Bar

Another feature on the app is an animated target bar for free delivery. This will encourage users to spend more to meet the target while providing greater clarity to the users.
Animated delivery target bar

Geo-Fencing Push Notification

Users will receive a mobile coupon through push notification when their GPS indicates that they are near a store outlet. This will encourage them to use the app for self-checkout.
Receiving a mobile voucher through push notification when user is near an outlet

Usability Testing

Tasks assigned for usability tests
Participants were given 4 tasks to complete. Task 1 was conducted on both the existing app and the new app. The clicks for 3 of the tasks were illustrated below.
Where did the users click?
Time taken by user to find a dress on the current and new app
To collect quantitative data, we timed users on how fast they took to complete the task on the existing app and new app. The new design allows the user to complete the task more efficiently.
Quantitative Data from System Usability Scale(SUS)
In addition, we conducted a post-test survey to collect feedback from the participants on their views of the new app. This was done with the System Usability Scale(SUS) test. The results were tabulated and calculated based on the method specified by the standardised test.

Results from system usability scale test:

  • Users rated 69/100 (marginal) on their opinion of the new app.
  • Although this is below the acceptable score (>70), it was not a bad score.
  • The marginal score was due to the difficulty in performing task 4 (i.e. performing a self-checkout).
  • Designing a self-checkout is a challenging task due to the lack of existing models to follow. Users need time to learn and accept self-checkout methods.

Design Iteration — Improving the User Flow

After the usability test, we discovered that users were confused by the product detail page after scanning the barcode. They assumed that the item was already added to the cart after the scan.

Scanning Products

Revising the user flow to provide more feedback
Providing feedback to guide users in completing their task
We made the process more informative for users by providing feedback on what is happening. First, we prompt users if they want to add the item to the bag after scanning the barcode. Next, we gave them the option to continue scanning or proceed to the shopping bag. This provides more clarity to the user as they are provided with options to proceed to the next step.

Self-Checkout

Revising the self-checkout user flow to provide more instructions
This is a case where a simpler user flow, may actually cause greater confusion to the user. With more steps inserted, users are more confident in performing tasks.
Providing instructions on what to do after self-checkout payment
The revised self-checkout user flow may seem a lot more complicated, but provides greater clarity to users. This is because instructions are given to them to proceed to the Express Packing Counter to get their items packed, and the security tags removed. Without these instructions, users were unsure what to do after making a payment.

Promoting the App Usage

Through our app redesign, we created opportunities where users can use the app within the physical store. Hence, to encourage the usage, this should be accompanied by various promotional materials around the stores.
Clothes Tag and InStore Posters
For example, the clothes tag can include a line to inform users that they can scan and perform a self-checkout with the app. This can also be included in the signages found throughout the store.
Express Packing Counter for self-checkout users
As users have to get their items packed and security sensors removed, we propose setting up an Express Packing Counter lanes that will be quicker in serving these customers. This will help to bring about a greater awareness of the app.

Future Steps

In the short term:
  1. We propose to include features that will help users to find what they need. For example, we can include an image search feature so that users can find a similar style.
  2. Personalised feed for signed in users based on gender and body size to suggest the right style and promotions.
In the long term:
  1. Align the current website with the new app after collecting user feedback for the new app.
  2. Rearrange products in the navigation based on knowledge of future product inventory.

Points to Note

The design of the app in the InVision prototype does not follow the guidelines listed in the iOS Human Interface Guidelines. This was due to my unfamiliarity with iPhone app design. After studying the guide, I redesigned the app to match the style specified for iPhone 7.
The main difference is in the system font choice (SF Pro Display) and in the navigation labels. This is to ensure consistency throughout the iPhone.
Revising the navigation to match Apple iOS Human Interface Guidelines

Special thanks to:

Team mates, Parul Shukla & Cheryl Lee,
Instructor, Nie Zhen Zhi,
and Teaching Assistant, Wilson Chew

Sunday, January 7, 2018

Why I switched from Windows to Mac for UI/UX Design?


— Seeking the perfect workstation

Windows vs Mac has always been a popular topic of debate among the techies. Probably, this article is not about comparing the two platforms rather it states five simple reasons why I switched from Windows to Mac for my UI/UX design job.
Design space is filled with a number of awesome graphic design tools. These tools have endless possibility and gives great flexibility to the designers. Photoshop, Illustrator, Corel Draw, After Effects etc being the few classic names. But when it comes to the industry, productivity becomes the most important factor. And most of the classic tools inspite of being so versatile, may not be very productive. You can refer to this article to understand why.
Most of the new age tools, especially for the UI/UX design, like Sketch App, Adobe XD, Principle etc are designed for the productivity. They may not be very versatile like the classic ones but they perform the intended tasks very efficiently. But hey! most of them are mac exclusive. The windows version is either planned for future or may not be developed.
That has become a problem for me, I wanted to work on these tools but the platform became an issue. After going through a lot of considerations I finally decided to switch to mac. The following were the five main reasons, at-least for me, that favoured mac as the better workstation for UI/UX design.

1. Accessibility To Mac Exclusive Apps

There was a time when mac store was having far less no of applications than the windows. But since the number of mac users (especially designers) have increased, the developers have started supporting macOS more aggressively than windows. Thus in order to access the new UI/UX design tools like sketch app, origami, principle, framer etc you need to have a macOS.

2. Beautiful Retina Display

Designers spent most of the time glaring at the screen, tweaking colors or making the text standout from the background image. And retina display on mac have no doubt one of the best displays in the market. So it will always be a perfect choice for the designers.

3. Portability Of the Setup

MacBook might not be the most powerful machines, but until you are playing a graphic intensive game or generating 3D images compositions, the power is useless. I am having pretty much justified use case and the power that a 13" MacBook Pro offers is enough for me. But the portability that it offers is appreciable. The high quality retina display, replacing the requirement of an extra monitor and highly sensitive track pad, replacing the requirement of mouse. They also have some of the best battery backups in the market.

4. There are too many PC’s to choose from

My laptop was really getting older and outdated, and I really wanted a new machine. But the number of options available for buying a pc is almost unlimited and as the number of options increase the decision time also increases (Hick’s law). But macs have almost limited options and the options will become more tight if you are low on budget like me 😛 . Only dilemma for me was to choose from MacBook Pro 13-inch 2016 model and 2015 model. I opted for 2015 model, because of the obvious price differences.

5. Visual Stimulus

The apple products are no doubt most beautifully designed. And designers love to be visually stimulated and constantly surrounded by beautiful things. That was also one of the driving force for me to buy a MacBook.

Finally MacBook Pro (13-inch, Model 2015) became my primary workstation and now it has been more than six months I am using it. There are certain things that I really liked and disliked about the machine. Things I liked are the standby mode, graphics performance, gestures and accuracy of track pad, multiple desktop feature, portability, clarity of screen etc. And the things that I really hate are the lack of compatibility with other devices, Finder App, storage issues etc.
For sure the perfect workstation still doesn’t exist. And you have to make choices from the available options only. I found MacBook Pro, more close to what I was looking for .

Stop texting and driving, through empathy.


Everyday I commute to work or drive I notice the amount of drivers that still text and drive. Observing drivers next to me as I pass them by while they go below the speed limit to “stay safe,” or seeing the person in front looking down every two seconds from their side view mirror, It’s alarming.
Who or what so important to risk lives for over a text message? Boss? Significant other? Do you think their recipient would continue the conversation knowing they were on the road? Probably not.
If you’ve ever texted and drove while with friends, did they tell you to stop? I hope they did, or you need new friends; just kidding, maybe…

Simple Implementation

If a sender is going at a speed faster than 10 miles per hour, the recipient would see a message displaying the speed below. (See image)

Privacy

Is it a privacy concern to allow recipients of messages to see you’re driving? I think not. Don’t want them to know? Then don’t text them!
With the new iOS driving feature that auto texts back, perhaps the speed doesn’t need to display since it was an auto generated text message.

Disable / Passenger?

If a passenger is texting, well…it will also show your speed, however it could be possible to implement a feature that only shows the speed once. Another option would be if a user types along the lines of “no I am not driving” it stops displaying speed.
Using the honor system and the thought that someone wouldn’t lie to a loved one about texting and driving, this feature would be quite effective to help stop people from texting while driving.

Empathy through others.

Imagine you’re texting your significant other, parents, or siblings, someone you care about. The speed is displayed so they ask if you’re driving — are you really going to lie to continue the conversation? I’d hope you stop, or your recipient stops responding.
It’s a very simple implementation that I feel through empathy of people that care about you, would cause offenders to stop. If it’s really important call them hands free!
What are your thoughts? Be sure to follow me as I do a larger case study on this idea that rewards drivers for not texting and driving!

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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