Case study · Product & UX Design

For the moment before starting.

Designing the way in.

InYourTime is not a task manager. It is a behavioral AI product for the moment when someone knows what they need to do, but the first contact with the task still feels unavailable.

Designed by Ana Letícia Rezende Product & UX Designer
Behavioral UXAI interaction designState logicMobile-first MVP
InYourTime welcome screen

THE ESSENTIAL PRODUCT MOMENTS

Three screens establish the entire behavioral contract.

Before the AI says anything, the product has already communicated its role: this is not a push, the user can speak naturally, and the system adapts the way in to how the moment feels.

InYourTime opening screen
01For the moment before starting.Positioning before functionality.
InYourTime task input screen
02What's on your mind today?Capture the real situation in the user’s own words.
InYourTime energy and blockers screen
03How does this feel right now?Collect only the state that changes the intervention.

01 · THE PRODUCT PROBLEM

The hardest part can happen before the task begins.

Most productivity products become useful after the user has already chosen what to do and is ready to act. InYourTime is designed one moment earlier.

OVERLOADToo much at once

Reduce the visible field instead of planning the whole thing.

UNCERTAINTYNo clear entry

Turn ambiguity into one visible first movement.

FRICTIONI keep moving away

Lower contact cost without moralizing avoidance.

“I know what I need to do” and “I can begin doing it” are not the same product state.

02 · PRODUCT LOGIC

One goal. Multiple ways in.

The system interprets the real task together with current capacity and blockers, then proposes one concrete entry point — not a plan, not a list, and not a predicted time.

INPUT

The actual task

Written in the user’s own language.

STATE

Energy + blockers

Only context that can change the intervention.

AI

One first action

Specific, concrete and low ambiguity.

DECISION

User keeps agency

Accept this route or choose another kind of route.

CRITICAL DISTINCTION

Smaller and different are not synonyms.

The product must preserve the user’s objective while changing either the friction or the strategy.

Same strategy, lower frictionRead the email → Open your inbox.
Same objective, different strategyWrite the first sentence → Say the first idea out loud.

03 · BEHAVIORAL ANALYSIS

The product is designed around the gap between intention and action.

This is the core of the case study: how the product distinguishes different forms of starting friction and chooses a different behavioral response for each one.

Explore the model ↓

The central behavioral assumption is that failure to start is not one single state. Two users can avoid the same task for completely different reasons, and the same user can need a different intervention on a different day.

So InYourTime does not optimize for “motivation.” It tries to identify the type of friction currently blocking contact with the task, then changes the first move accordingly.

BEFORE ACTION

1. Friction appears

The user knows the task exists, but contact with it is costly, unclear, emotionally loaded, or difficult to sustain.

INTERPRETATION

2. The product identifies the shape of the block

Energy and blockers are not treated as personality traits. They are temporary context used to select the right intervention.

INTERVENTION

3. Reduce the right kind of friction

The system can narrow scope, clarify the first movement, change strategy, lower contact cost, or create regulatory space.

BEHAVIORAL EVENT

4. The user explicitly starts

Start step is the meaningful transition. Seeing a suggestion is not counted as action.

LEARNING

5. Outcome becomes future context

The product learns from whether the step felt easier, remained hard, or led to more movement — without turning that history into pressure.

TOO MUCH AT ONCE

Reduce scope, not ambition.

When too many parts are mentally active, the intervention reduces the visible field. The goal is not to persuade the user to “try harder”; it is to make one part cognitively holdable.

Behavioral move
WHOLE TASK
ONE CONTACT POINT
NO CLEAR START

Convert ambiguity into movement.

When the problem is unclear entry, reducing task size alone may not help. The first step must become observable and specific enough that the user knows what action counts as beginning.

Behavioral move
ABSTRACT
OBSERVABLE Open the document
AVOIDANCE

Lower the cost of contact.

If the user keeps moving away from the task, the system reduces commitment while keeping the objective intact. The intervention is designed to make approaching the task cheaper than continuing to avoid it.

Behavioral move
HIGH COMMITMENT
REVERSIBLE CONTACT
FEAR OF DOING IT WRONG

Make imperfection safe enough to begin.

The system should create permission for rough contact: draft, inspect, open, say, sketch. The behavioral target is not confidence; it is reducing the perceived risk of the first move.

Behavioral move
GET IT RIGHT
ROUGH + PRIVATE ≈ ≈ ≈
LOW CAPACITY

Adapt demand to what is available now.

Low energy changes how much contact the first step requires. The system avoids assuming a “normal-capacity” day and does not frame lower demand as failure.

Behavioral move
EXPECTED DEMAND
CALIBRATE
AVAILABLE NOW
VIABLE FIRST ACTION one low-cost contact
UNSTABLE ATTENTION

Shorten the cognitive distance to action.

The first move should require little working-memory coordination and minimal context switching. The product does not ask the user to build a plan before beginning.

Behavioral move
BEFORE
TaskPlanOrganizeDecideAct
COGNITIVE DISTANCE ↓
INTERVENTION
TaskImmediate contact
WHY FIND OTHER WAY MATTERS

A failed suggestion is information, not non-compliance.

If the user rejects a proposed first step, InYourTime does not treat that as resistance to the product. It treats the rejection as a signal that the intervention targeted the wrong type of friction.

This is why Find Other Way asks what should change before generating another answer.

A different first stepStrategy mismatch
A smaller first stepContact cost still too high
Clear the brain fog firstTask intervention is premature
THE FEEDBACK LOOP

Behavior, not compliance, becomes the learning signal.

01ContextTask + energy + blockers
02InterventionOne way in
03Action stateStarted / paused / stopped / completed
04ReflectionEasier / still hard / more than planned
05Future calibrationAdjust demand and strategy

The system should become better at finding a viable entry point without creating a score, streak, punishment, or identity judgment around the user’s behavior.

BEHAVIORAL DESIGN THESIS

The objective is not to make the user complete more tasks. It is to make contact with difficult tasks more available.

Completion can happen later. The product’s first responsibility is to reduce the distance between intention and the first meaningful action while preserving agency.

BEHAVIORAL GUARDRAILS

The intervention is constrained by six behavioral guardrails.

01

No automatic timer

Opening Active Step is not counted as starting. Start is explicit.

02

No AI time estimate

The AI proposes an action, not how fast the user should complete it.

03

Pause ≠ stop

Pause preserves the attempt. Done for now ends it.

04

Changing route ≠ failure

Another strategy, less friction or regulation are valid product paths.

05

One regulatory action

No exercise library. One action at a time prevents new decision load.

06

No streak punishment

The seed does not die, decay or shame absence.

04 · THE CURRENT EXPERIENCE

The opening, Task Input and Energy + Blockers above are the canonical visual references for the current product.

The case study should feel like the product.

These are the current visual references from today’s version. New states are shown in real mobile proportions instead of desktop cards.

01 · TASK INPUT

Start with what is actually circling in the user’s mind.

The interface accepts a task, situation or thing the user keeps returning to. It does not ask them to categorize the problem before help begins.

UX choice

Quick suggestions reduce blank-page friction while remaining editable and non-prescriptive.

Current task input screen
02 · ENERGY + BLOCKERS

Ask only for state that changes the intervention.

A lightweight five-point energy scale is paired with lived-experience blockers. The user can select up to two.

UX choice

The screen avoids diagnostic language and prevents the state check from becoming another task.

Current energy and blockers screen
03 · AI RESPONSE

A first response
that lowers friction.

The AI meets the user with clarity and calm, offering one starting point without turning the moment into another decision-heavy screen.

Non-judgmentalThe tone is supportive, never pushy.
One route at a timeThe response proposes one concrete way in.
User keeps controlAccept the route or choose a different way in.
Here with you.At your pace.
ONE POSSIBLE WAY IN
ROUGH START

In Notes, write a rough 2–3 sentence version of what you need to communicate. Do not send it.

Keep it private and imperfect.

✦ Task: Reply messages or e-mail

05 · ITERATION

The product became simpler when the state model became more precise.

EARLIER

Several recovery buttons on AI Response

Accepting the suggestion competed with changing it.

CURRENT

Accept route or change route

Find Other Way now handles the type of recalibration.

EARLIER

Entering Active Step implied beginning

The system could count a transition the user had not made.

CURRENT

Start is explicit

Only Start step begins timing; returning from pause requires Continue.

EARLIER

Smaller could mean shorter

Duration can shrink while ambiguity stays intact.

CURRENT

Smaller means less friction

Reduce the contact threshold of the same action, not an arbitrary number of minutes.

EARLIER

Pause and stop shared one interruption model

The product could not infer intention.

CURRENT

Intent determines persistence

Pause preserves the attempt. Done for now asks Save or Discard.

THE PORTFOLIO POINT

The interface became calmer because the behavior model became more precise.

Accepting, starting, pausing, stopping, changing strategy, lowering friction and regulating are separate product states — not variations of “try again.”

06 · WHAT I WOULD VALIDATE NEXT

The MVP is specific enough to test the behavioral model.

01

Route comprehension

Can users predict the difference between a different, smaller and regulatory path?

02

Start boundary

Does explicit Start step feel clear or redundant after accepting the suggestion?

03

Pause vs stop

Can users predict what each option will preserve?

04

AI specificity

Does every step feel dependent on the actual task?

05

Regulation usefulness

Does one action at a time reduce load?

06

Seed continuity

Does growth feel meaningful without becoming streak pressure?

CONTACT

Let’s talk about product, behavior and AI.

Ana Letícia Rezende · Product & UX Designer