← All work

Coral Todo

Turn your to-do list into a thriving reef

Finish real work, get paid in shells, and plant a reef that is still there after the list is clear — on the phone and on a wide screen.

Years
2025
Role
UX Designer
Platforms
Mobile · Desktop

Project brief

Coral Todo turns a to-do list into a reef you can stand in. Close a task, earn shells, buy coral, plant it on a grid that starts at 3×3, and read the week in Reports. The five sections already in the app are the whole loop.

Problem to address

A list remembers the intention and rarely rewards the finish. In 21,655 one-off tasks, 36% were completed; the rest sat a median of 56 days past the day they were planned. Checking a box leaves nothing behind — and productivity apps are near 4% retained by day 30, before a habit has time to form.

Goals

  • Keep the everyday tool calm, and let the reef carry the personality
  • Let a new person plant a coral in the first session — 100 starting shells, first coral at 30
  • Make the daily set short enough to finish on a phone: 1 high, 3 medium, 5 low

Design methodologies

  • Desktop research
  • Design personas

Research insights

Most written tasks never close

Secondary research — not Coral Todo’s own analytics. Loggd’s 21,655 one-off tasks: 36% completed, median open task 56 days overdue. Productivity apps sit near 17% the day after install and about 4% by day 30 (all apps closer to 7%). Lally et al. put the average habit at about 66 days — past a free-trial window.

36%

Tasks completed

vs

64%

Still open

Completed: 36%Still open: 64%36%Tasks completed
  • Completed36%
  • Still open64%

The checkbox is a dead end. The reef, the daily set, and repeated tasks are there to leave something standing after the list is clear.

User journeys

From an empty reef to a reason to come back

Leah — the daily closer on a phone and a free plan — walking the path already in the app. Design persona, not an interview transcript.

  1. Arrive

    Ready

    Goal
    See a reef she can grow.
    Action
    Signs in to an empty 3×3 grid and 100 shells — enough for a first coral.
    Opportunity
    The first plant happens before any task is done.
  2. Capture

    Focused

    Goal
    Get today’s work out of her head.
    Action
    Adds a task with priority and tags — and can repeat it daily, on weekdays, monthly, or yearly.
    Opportunity
    Keep the add-task path short enough for a pocket.
  3. Finish

    Relieved

    Goal
    Close the task and feel it count.
    Action
    Checks it off. Shells and experience land immediately. Higher priority pays more.
    Opportunity
    Show the pay the moment the box is checked.
  4. Clear the set

    Proud

    Goal
    Hit the day’s finish line.
    Action
    1 high, 3 medium, and 5 low adds a 10-shell bonus on top of the individual rewards.
    Opportunity
    A visible 1 / 3 / 5 target on the home list.
  5. Buy

    Curious

    Goal
    Pick a coral worth the shells.
    Action
    Opens the shop. Brown Kenya Tree is 30 shells; Rainbow Bubble Tip is 150. The piece goes to inventory.
    Opportunity
    A badge when she can afford a piece, or when inventory is waiting.
  6. Plant

    Satisfied

    Goal
    Put the coral on the grid.
    Action
    Places it on the isometric reef. A larger grid costs 100 shells, then 1.5× each time.
    Opportunity
    Drag on desktop; tap-to-place on the phone.
  7. Reflect

    Clear

    Goal
    See whether the week matched the plan.
    Action
    Reports show completions by priority, minutes by tag, streaks, and corals over 7, 15, or 30 days.
    Opportunity
    Tasks, minutes, and coral in one place — no leaving the app.
  8. Return

    Anchored

    Goal
    Have a reason to open it tomorrow.
    Action
    Tomorrow’s repeats are waiting, the reef is still there, and the next coral has a price.
    Opportunity
    The garden outlives the empty list.

Design decisions

  1. Pay shells for closing work — more for high priority

    Finish is the event that should leave a mark. Base pay is 10 shells; the first high of the day is 15. After the daily cap, a completion tapers to 1, then 0 — so the game does not reward an endless list.

  2. Start with 100 shells and a 30-shell coral

    A new person can plant before they have ground through a week of tasks. Category retention falls to about 4% by day 30; the reef has to change in the first session.

  3. A daily set of 1 high, 3 medium, and 5 low

    Clearing that set adds a 10-shell bonus. It is a finish line that fits on a phone, between other things.

  4. The reef is the souvenir — the checkbox is not

    When the list is clear, the garden is still there. Inventory goes onto an isometric grid that starts at 3×3 and grows to 15×15.

  5. The same loop on a phone and a wide screen

    Tasks, shop, reef, and reports are first-class on both. Desktop lets you drag from inventory onto the grid; the phone recalculates layout from screen size and orientation.

User flows

Product screens

Desktop

  • Every task grows something real

    Every task grows something real

    Cover — the planted grid next to the line the product designs to: finish today’s work, and let that finish show up on the reef.

  • Today’s tasks

    Today’s tasks

    Priority and tags on each line, plus the 1 / 3 / 5 daily set under completed — the finish line that pays the bonus.

  • Repeated tasks

    Repeated tasks

    Weekdays, every day, or a custom schedule — tomorrow’s list is already waiting.

  • Coral shop

    Coral shop

    Twenty-three types, 30 to 150 shells, and a tile to grow the grid. Buying puts the piece in inventory.

  • My Reef

    My Reef

    Drag from inventory onto the isometric grid. Spaces left and the next expansion stay in view.

Mobile

  • Today’s tasks

    Today’s tasks

    The same list and daily-set dots, sized for a pocket — with a control to add the next task.

  • Coral shop

    Coral shop

    Same prices and expand-grid tile. A badge shows when she can afford a piece, or when inventory is waiting.

  • Reports

    Reports

    Completions and minutes over 7, 15, or 30 days — the week without leaving the app.