9:41

Lither.

Learn together. Everywhere.

Get Started

Log In

Hi, Enzo

Let's focus and learn today

Today

4

of 5 task goal

Streak

8

days in a row

Keep going!

Continue Learning

Circuit Analysis Practice

Physics

In Progress

33% complete

Available Tasks

Variables & Data Types Quiz

Computer Science

Due Friday

Completed (1)

Ohm's Law Problems

Physics

9:41

Tasks

Groups

Materials

Profile

Lither.

Designing a focus-first study app that supports learning, collaboration, and motivation without distraction

Designing a focus-first study app that supports learning, collaboration, and motivation without distraction

ROLE

Product Designer

TEAm

2 Designers

Skills

UXR & Testing, Product Thinking, Design Systems,
Visual Design, Interaction Design

tools

Figma,
Figma Make,
FigJam,
Illustrator

Duration

Nov -
Dec 2025

OVERVIEW

Many study tools help users get started, but fall short once learning is actually in progress. Some feel emotionally flat. Others rely on heavy gamification that becomes distracting or stressful.


Lither explores a middle ground: a focus-first study app that feels calm at rest, responsive during use, and encouraging at key moments:

THE CHALLENGE

Study Tools fail… a lot

Students want help staying focused, but most study tools fail them at the moments that matter most.

While many tools help users begin studying, they rarely support what happens once learning is underway. As motivation dips, tools either remain static and emotionally unresponsive or introduce mechanics that compete for attention. Collaboration adds another layer of friction, often forcing students to leave their focus environment just to share work.

Focus apps often feel too rigid and emotionally flat

Gamified apps can be too distracting or stressful

Study tools barely support how students collaborate

The core issue wasn’t time management or task setup. It was sustained engagement, both individually and collaboratively.

RESEARCH & DISCOVERY

Making it engaging as possible

I interviewed 5-7 students and collected 20+ survey responses to understand how students study beyond timers and task lists.

From interviews and survey responses, several frustrations came up repeatedly:

"Once I start studying, the app doesn't really help me anymore"

"Gamification feels stressful when I'm already behind in material"


"I end up switching apps just to share my work anyway, and I get distracted after that"

Synthesizing interview notes and survey responses revealed two recurring problem patterns that explained why existing study tools felt insufficient.

IDEATION

Initial approach

I began ideation by exploring the most obvious direction: a Pomodoro-style, focus-centered app.

Early wireframes centered heavily around timed focus sessions, rigid intervals, and countdown-driven progress. The experience was clear and structured, but it quickly became apparent that this approach wasn’t solving the real problem.

Once a session started, the app’s role was essentially finished. It counted down time, but offered little emotional or motivational support when focus naturally dipped mid-session. The experience felt interchangeable with dozens of existing Pomodoro apps and didn’t meaningfully differentiate itself.

More importantly, it didn’t align with what students actually struggled with.


Through testing and reflection, it became clear that the issue wasn’t starting a timer. It was staying engaged once the novelty of the session wore off. A timer alone didn’t help with that.

Exploring the extreme opposite

I then explored more expressive, gamified concepts inspired by learning apps like Duolingo

These versions introduced frequent rewards, badges, and visual feedback. While they felt engaging at first, they quickly crossed into distraction and pressure, especially during longer study sessions.

At the other end of the spectrum, ultra-minimal concepts removed almost all UI during focus. These designs felt calm, but left users feeling unsupported when motivation dropped.

Each extreme addressed part of the problem, but none addressed it fully.

The Turning Point

The project shifted when I reframed the goal. Instead of asking how to build a better focus timer, I asked how to design an experience that supports focus over time.

This led to key decisions:

Focus sessions would remain minimal for users, but not fully invisible, and its intuitive

Motion would be used as a form of feedback, not just decoration

Encouragement would replace pressure-based gamification

Collaboration would be centered around shared learning artifacts, not just constant messaging

USER FLOWS

Validating the Direction

To test whether this new direction actually worked, I mapped a core user flow during ideation. Rather than documenting every possible path, I wanted the flow to focus on a single learning loop: completing work, sharing it, and receiving feedback without leaving the app.


This flow helped validate that collaboration, feedback, and motivation were structurally supported rather than layered on later.

Mapping this flow early surfaced unnecessary steps and confirmed that the product could support learning without timers, rigid rules, or automated evaluation.

ITERATION

Iteration through Reduction

As the design matured, iteration became less about adding features and more about removing them.

I intentionally:

Cut rigid Pomodoro constraints that limited flexibility

Designed one signature idle animation instead of many competing motions

Reduced gamification to a small set of meaningful milestones

Differentiated feedback for closed-ended versus open-ended work

Each iteration was guided by a single question:

I chose a dark-first theme for Lither to support long study sessions and reduce visual fatigue, especially in low-light environments where many students work.

The deep, muted background keeps the interface calm and unobtrusive, while Electric Periwinkle is used sparingly to signal focus, progress, and primary actions.

A softer coral accent appears only at moments of encouragement, like streaks or completion, to add warmth without overwhelming the experience.

Does this support focus, or does it compete with it?

Visual Design & Theme

I chose a dark-first theme for Lither to support long study sessions and reduce visual fatigue, especially in low-light environments where many students work.

The deep, muted background keeps the interface calm and unobtrusive, while Electric Periwinkle is used sparingly to signal focus, progress, and primary actions.

A softer coral accent appears only at moments of encouragement, like streaks or completion, to add warmth without overwhelming the experience.

DESIGN SOLUTION

The Result: Lither

The experience is intentionally quiet by default. Screens are minimal, visual noise is reduced, and motion is used sparingly to signal progress or completion without competing for attention.

Design principle: if it doesn’t support learning and engagement, it doesn’t belong.

Feedback is handled through a group chat system, not automated correctness states.
Open-ended work such as written responses or diagrams is shared directly in group chats, where feedback comes from peers in context.

Collaboration is built around sharing work, not conversation. Students can attach quiz drawings, diagrams, images, PDFs, and documents directly in chats, keeping discussion grounded in learning artifacts and reducing the need to switch apps.

Motivation comes from light, intentional signals. XP, streaks, and achievements are limited to meaningful milestones and never compete with learning or discussion.

REFLECTION

Impact & Outcomes

By the final iteration, Lither delivered a clearer and more trustworthy learning experience. I tested the prototpe with 6 students:

83% of students (5 out of 6) reported feeling more engaged during longer study or problem-solving sessions, especially after the initial drop in motivation

67% of students (4 out of 6) said the experience felt less stressful than tools they currently use, citing the absence of rigid timers and pressure-heavy gamification

More than half

reported fewer context switches during group study, since files could be shared and discussed directly within the app.

Lessons from a Fast Sprint

This project was intentionally treated as a short, research-driven iteration sprint, which pushed me to move quickly while staying grounded in user feedback. Working within tight constraints forced clearer prioritization and faster decision-making.

I learned that restraint is a design skill.

Routing feedback for open-ended work through group discussion instead of automated correctness helped build trust and better reflect how learning actually happens.

Most importantly, this sprint reinforced the value of validating ideas early, iterating based on real behavior, and being willing to abandon familiar patterns when they don’t meaningfully serve users.

© Enzo Flores

Powered by curated playlists

© Enzo Flores

Powered by curated playlists

© Enzo Flores

Powered by curated playlists

Create a free website with Framer, the website builder loved by startups, designers and agencies.