Summer 2025Emotion Design, Mobile, AI System Design
Dawdle
An anti-procrastination app built on emotion, not time management.
Productivity apps treat procrastination as a scheduling failure. The research says it is an emotional regulation failure, which is why people who own five task managers still cannot start. Dawdle designs for the feeling that comes before the task.
- Role
- Sole product designer
- Team
- A founder researching procrastination psychology, and a mobile dev team
- Scope
- 30+ screens and a design system in one month
- Outcome
- 200+ users, five star App Store rating
Procrastination is emotion regulation, not time management
Almost every product in the category is built on the opposite assumption, so the app becomes one more place to feel bad about the list rather than a way out of it.
Traditional productivity apps organise and track. They are very good at telling you what you have not done, which is exactly the information a procrastinating person is avoiding. The app becomes another surface for the anxiety instead of a way out of it.
- Users avoided opening the app because it reminded them of the tasks they were anxious about.
- Different emotional barriers need different interventions. Fear of failure, task aversion, and overwhelm do not respond to the same nudge.
- The hardest moment is not finishing. It is starting.
A mascot in the design system, not a sticker on a screen
If the barrier is that opening the app feels bad, the first fix is not a feature. It is who greets you.
I worked with the founder to define Pebbles: personality, tone, and the role it plays on each screen. Then I built it into the design system, so the mascot was not a sticker on the home screen but a consistent presence across the product.

Timer, before
Timer, with PebblesPebbles names why you are stuck, then hands you step one
People procrastinate for different reasons, so one intervention cannot work for all of them.
Pebbles asks what is actually in the way, then names it: fear of failure, overwhelm, a task with no obvious first move. From there it offers a strategy matched to that reason rather than a generic pep talk, regulates the feeling, and hands the user the smallest possible starting action.
This started as a standalone chat feature. It is where I learned that a character can be a system: once Pebbles had a voice, it could carry onboarding, the timer, and the reward loop without any of them needing their own explanation.
One linear path, because every branch is a chance to quit
How might we design a focus flow that removes friction rather than adding structure?
The flow is linear on purpose. Every branch is a decision, every decision is a chance to stop, and stopping is the failure mode. One path, fewest possible taps, straight to the part that is hardest.
Reward
Collection
Five stars, and the mascot turned out to be the mechanism
Designing for emotion is not a colour palette decision. A soothing gradient does not help someone who is scared of their own to-do list. Studying how Duolingo and Finch use their mascots showed me that the character was not decoration on top of the experience, it was the mechanism.
It also taught me to look for the system inside a feature. Pebbles shipped as a chatbot and turned out to be the design system's spine. Noticing that early is the difference between one good screen and a product that holds together.