Rootmate

A roommate coordination app built on cooperation, not competition.

Product Design

Project Overview

My Role

Product Designer

Timeline

8 weeks

Process

User Research, Ideation, Prototyping, User Testing, Visual Design

Often, stories about college roommates are filled with conflict, tension, and irritation. And even in the best scenarios, developing a system for living together requires quite a bit of work and time. Rootmate seeks to simplify the experience by letting an app handle the communication, tracking, and more!

User Insights

During this process, I collected user feedback via a Google Form, where I received 16 responses. My goal was to learn as much about the college roommate experience as possible.

10/16

said chores are the biggest source of tension in their household

14/16

felt the chore workload is split unevenly

10/16

identified a rotating chore system as their ideal setup

100%

of respondents want daily reminders for chores and expenses

10/14

noted that better communication would have helped prevent conflict

4 users

specifically mentioned wanting anonymous roommate reminders

Competitive Analysis
App 1: OurFlat

Strengths

Options for splitting expenses

Great notification options

Weaknesses

Cluttered background photos

Poor event time selector

App 2: Flatify

Strengths

Options for polls in chat

Shared repeated expenses

Weaknesses

No notification options

Poor repeated event options

App 3: Flatastic

Strengths

User friendly design

Both shared and personal tasks

Weaknesses

Contracts can’t be shared

Poor notification options

While each competitor had distinct strengths and weaknesses, one pattern was consistent across all three: paywalls and locked features that limited full participation. This was a real problem for tools built to support cooperative living, as some of the most necessary features were only available in the paid version.

Ideation

With my research findings in mind, I explored the early stages of this project through whiteboarding. I thought through multiple areas of the project: three user personas, example layouts of main pages, and page navigation structure. This exercised helped lay the foundation for my navigational flow for the rest of the project.

The Opportunity

After reflecting on my user research, competitive analysis, and whiteboarding, one gap became clear: cooperation. All three apps had various unique ways of tracking chore completion, and in all three, there was some type of leaderboard, tracking the number of points each roommate got, and ranking them against each other. At its core, this was only serving to reinforce the core issues at the heart of my user feedback: tension. By pitting roommates against each other, there was always an emphasis on competition and winning, which is counterproductive to a situation that requires cooperation, compromise, and communication to truly thrive.

This is what Rootmate's goal now became: to provide a digital space that, at its heart, fostered community and teamwork. Not competition.

To achieve this, Rootmate would replace individual task tracking with a shared, cooperative measurement of household wellbeing. The app centers around a plant and a 'household health' metric. As roommates complete tasks, update shopping lists, and mark expenses as paid, they contribute to the health of a plant the whole household shares. When tasks go overdue, the plant's health declines, with drooping leaves and stalled growth. When household health is high, the plant flourishes, and every roommate can feel proud that they contributed.

Prototyping

When designing my mid-fidelity prototypes, I first made two complete pages, a chat page and a home page, where I developed early branding decisions like icon style and type treatments. Once those were done, I used Figma Make to generate 10 mid-fidelity screens based on those decisions. Figma Make saved significant time, but the resulting frames weren't quite what I'd envisioned, and I was still building fluency with Figma's components, variants, and auto layout. So I rebuilt the remaining screens from scratch, using the generated frames as a reference; a slower process, but one that gave me hands-on practice with the systems-thinking tools I'd need for the rest of the project.

Component Library

After completing the medium fidelity prototypes, I decided to go back and build each frame myself using components, variants, and auto layout; my first time working with any of these three elements. Building from scratch was slow and sometimes frustrating at first, but this process taught me to think in systems rather than individual screens. Some things I did for my component library:

  • Built selected/unselected states for nav icons

  • Created variants for levels of household health

  • Designed reusable list widgets

  • Experimented with boolean variables

  • Used auto layout throughout

  • And so much more!

By the end of this process, I had a fully reusable component library. Having this library as an asset for the rest of my project was crucial for quick and easy implementation of changes later, especially when it came to implementing color.

User Testing

I conducted three in-depth user tests on an early prototype. This proved to be incredible useful, providing both direction for my future design decisions and awareness of bugs and issues that needed fixing.

Two users wanted the the chore assignee more visible

Layout was changed to prioritize the name of the assigned person

One user suggested adding a label to the household health bar

"Household Health" label was added

Users mentioned adding an interaction for completing a task

Animated interaction was added for all task completion

Two users wanted a full size version of the calendar

Calendar widget was reworked, and full calendar view was added

One user mentioned wanting arrows next to expense totals

Up and down arrows were added to expense widgets

Bugs and missing links were reported by all users

Bugs and missing links were investigated and solved

Visual Design & Color

To explore color options, I created four mood boards, each representing a different emotional direction, then designed three home screen mockups per board to see how each palette felt in context.

From those twelve options, I narrowed it down to my top three, then selected option #2, as it was the one that felt warm and grounded without being overly saturated, reinforcing the plant and growth metaphor at the center of Rootmate's concept.

After selecting my top option I refined the color scheme into the final palette that was implemented throughout the rest of the app.

Results

The final prototype includes several key features designed around Rootmate's cooperative core focus: an anonymous chat for addressing sensitive roommate issues without direct confrontation, a shared chore list with clear assignee visibility, a household health bar that reflects the group's collective progress, and expense tracking with shared and individual views. Each interaction, from marking a task complete to updating the shopping list, was designed to reinforce the sense that roommates were contributing to something shared, not just checking off their own to-do list.

The final stage of this project was a presentation at the Adobe office in Lehi, Utah. I presented to three professional designers, and was able to receive personalized feedback from each of them. Some of the comments include:

Successes

Cohesive visual design

Hierarchy of elements

Household health feature

Things to Improve

Add a button to show only personal chores

Add options for personalizing home page widgets

App should be the bad guy, not anonymous chat

Next Steps

My presentation at Adobe left me feeling excited for what the future of Rootmate could be, and gave me ideas for how to improve upon the design in the future. Some of the most notable changes I would make are:

Add the ability to filter by personal vs group tasks

This would allow users to easily check in on their own personal responsibilities for chores and expenses.

Allow users to customize their home page widgets

This would increase personalization for each user, and make the app more beneficial for long-term use.

Remove anonymous chat and build in reminder notifications

This would improve the cooperative nature of the app, and remove opportunities for tension to build.

Implement a plant animation upon task completion

This would allow users to get real-time visual feedback on how their action affect the household health

Integrate onboarding into the prototype

This would include an opportunity to let each household select a unique plant as a group

Continue user testing, and refining based on feedback

I'd love to keep testing and refining Rootmate until it's something real households actually use.

Rootmate

A roommate coordination app built on cooperation, not competition.

Product Design

Project Overview

My Role

Product Designer

Timeline

8 weeks

Process

User Research, Ideation, Prototyping, User Testing, Visual Design

Often, stories about college roommates are filled with conflict, tension, and irritation. And even in the best scenarios, developing a system for living together requires quite a bit of work and time. Rootmate seeks to simplify the experience by letting an app handle the communication, tracking, and more!

Competitive Analysis
App 1: OurFlat

Strengths

Options for splitting expenses

Great notification options

Weaknesses

Cluttered background photos

Poor event time selector

App 2: Flatify

Strengths

Options for polls in chat

Shared repeated expenses

Weaknesses

No notification options

Poor repeated event options

App 3: Flatastic

Strengths

User friendly design

Both shared and personal tasks

Weaknesses

Contracts can’t be shared

Poor notification options

While each competitor had distinct strengths and weaknesses, one pattern was consistent across all three: paywalls and locked features that limited full participation. This was a real problem for tools built to support cooperative living, as some of the most necessary features were only available in the paid version.

Ideation

With my research findings in mind, I explored the early stages of this project through whiteboarding. I thought through multiple areas of the project: three user personas, example layouts of main pages, and page navigation structure. This exercised helped lay the foundation for my navigational flow for the rest of the project.

The Opportunity

After reflecting on my user research, competitive analysis, and whiteboarding, one gap became clear: cooperation. All three apps had various unique ways of tracking chore completion, and in all three, there was some type of leaderboard, tracking the number of points each roommate got, and ranking them against each other.

At its core, this was only serving to reinforce the core issues at the heart of my user feedback: tension. By pitting roommates against each other, there was always an emphasis on competition and winning, which is counterproductive to a situation that requires cooperation, compromise, and communication to truly thrive.

This is what Rootmate's goal now became: to provide a digital space that, at its heart, fostered community and teamwork. Not competition.

To achieve this, Rootmate would replace individual task tracking with a shared, cooperative measurement of household wellbeing. The app centers around a plant and a 'household health' metric. As roommates complete tasks, update shopping lists, and mark expenses as paid, they contribute to the health of a plant the whole household shares. When tasks go overdue, the plant's health declines, with drooping leaves and stalled growth. When household health is high, the plant flourishes, and every roommate can feel proud that they contributed.

Prototyping

When designing my mid fidelity prototypes, I first made two complete pages, a chat page and a home page, where I developed early branding decisions such as icon style and type treatments. Once those were completed, I used Figma Make to develop a total of 10 mid fidelity screens, based on those design decisions.

Figma Make saved significant time at this stage, but the resulting frames weren't exactly what I had envisioned. Overall, it was a useful starting point for prototyping, but the frames still needed quite a bit of refining.

Component Library

After completing the medium fidelity prototypes, I decided to go back and build each frame myself using components, variants, and auto layout; my first time working with any of these three elements. Building from scratch was slow and sometimes frustrating at first, but this process taught me to think in systems rather than individual screens. Some things I did for my component library:

  • Built selected/unselected states for nav icons

  • Created variants for levels of household health

  • Designed reusable list widgets

  • Experimented with boolean variables

  • Used auto layout throughout

  • And so much more!

By the end of this process, I had a fully reusable component library. Having this library as an asset for the rest of my project was crucial for quick and easy implementation of changes later, especially when it came to implementing color.

User Testing

I conducted three in-depth user tests on an early prototype. This proved to be incredible useful, providing both direction for my future design decisions and awareness of bugs and issues that needed fixing.

Two users wanted the the chore assignee more visible

Layout was changed to prioritize the name of the assigned person

One user suggested adding a label to the household health bar

"Household Health" label was added

Users mentioned adding an interaction for completing a task

Animated interaction was added for all task completion

Two users wanted a full size version of the calendar

Calendar widget was reworked, and full calendar view was added

One user mentioned wanting arrows next to expense totals

Up and down arrows were added to expense widgets

Bugs and missing links were reported by all users

Bugs and missing links were investigated and solved

Visual Design & Color

To explore color options, I created four mood boards, each representing a different emotional direction, then designed three home screen mockups per board to see how each palette felt in context.

From those twelve options, I narrowed it down to my top three, then selected option #2, as it was the one that felt warm and grounded without being overly saturated, reinforcing the plant and growth metaphor at the center of Rootmate's concept.

After selecting my top option I refined the color scheme into the final palette that was implemented throughout the rest of the app.

Results

The final prototype includes several key features designed around Rootmate's cooperative core focus: an anonymous chat for addressing sensitive roommate issues without direct confrontation, a shared chore list with clear assignee visibility, a household health bar that reflects the group's collective progress, and expense tracking with shared and individual views. Each interaction, from marking a task complete to updating the shopping list, was designed to reinforce the sense that roommates were contributing to something shared, not just checking off their own to-do list.

The final stage of this project was a presentation at the Adobe office in Lehi, Utah. I presented to three professional designers, and was able to receive personalized feedback from each of them. Some of the comments include:

Successes

Cohesive visual design

Hierarchy of elements

Household health feature

Things to Improve

Add a button to show only personal chores

Add options for personalizing home page widgets

App should be the bad guy, not anonymous chat

Next Steps

My presentation at Adobe left me feeling excited for what the future of Rootmate could be, and gave me ideas for how to improve upon the design in the future. Some of the most notable changes I would make are:

Add the ability to filter by personal vs group tasks

This would allow users to easily check in on their own personal responsibilities for chores and expenses.

Allow users to customize their home page widgets

This would increase personalization for each user, and make the app more beneficial for long-term use.

Remove anonymous chat and build in reminder notifications

This would improve the cooperative nature of the app, and remove opportunities for tension to build.

Implement a plant animation upon task completion

This would allow users to get real-time visual feedback on how their action affect the household health

Integrate onboarding into the prototype

This would include an opportunity to let each household select a unique plant as a group

Continue user testing, and refining based on feedback

I'd love to keep testing and refining Rootmate until it's something real households actually use.

User Insights

During this process, I collected user feedback via a Google Form, where I received 16 responses. My goal was to learn as much about the college roommate experience as possible.

10/16

said chores are the biggest source of tension in their household

14/16

felt the chore workload is split unevenly

10/16

identified a rotating chore system as their ideal setup

100%

of respondents want daily reminders for chores and expenses

10/14

noted that better communication would have helped prevent conflict

4 users

specifically mentioned wanting anonymous roommate reminders