What if your to-do list was a monster?
Task Monsters is a Pomodoro-based productivity tool designed to support executive function through gamification. Prototyped in Base44, it combines structured work intervals with playful, visual feedback, turning everyday tasks into challenges users can work toward completing.
For years, when I had something I needed to accomplish, I would pull out a journal, draw a monster, and treat the task as something I needed to defeat. I would pair that with a Pomodoro timer on my laptop and work toward completing the session.
The system gave me something I needed: structure.
Without a clear outline and defined work periods, I can have difficulty getting started and staying focused. Breaking work into manageable intervals made the process feel more achievable.
Eventually, I asked:
What if I combined these two systems into one interactive experience?
That question became Task Monsters.
Task Monsters is designed for users age 12 and older who are looking for additional structure when managing tasks that require sustained attention. The experience is not intended for a specific educational level or professional context; it can be applied to academic, professional, or personal tasks.
The initial user assumptions were developed from the original use case and informed the design of the MVP. These assumptions describe the anticipated needs, behaviors, and characteristics of the intended user population. They are treated as design assumptions rather than validated findings and would require user research and usability testing to confirm.
Assumptions of the User
The user has access to a computer.
The user is capable of independent work.
The user understands or has used the Pomodoro method before.
The largest barrier to entry is the assumption that users already understand the Pomodoro method. Because it is central to the experience, unfamiliar users may not understand the purpose of the timed intervals and breaks. Future iterations should introduce the method without requiring prior knowledge.
The Task Monsters experience follows a linear task-to-completion sequence designed to minimize unnecessary decision-making during a work session. The flow separates task planning, focused work, and completion into distinct stages.
The experience begins when the user identifies a task. Defining the task before starting the timer establishes a specific objective for the upcoming work period.
The user then selects a work interval based on the amount of time they want to commit. Easy, Medium, and Hard correspond to 15-, 25-, and 30-minute intervals, while Custom allows the user to define their own duration.
Once an interval is selected, the system introduces the corresponding monster and health state and begins the work session. During this stage, the primary interaction is intentionally limited: the user works on the task while the timer runs and the monster's health decreases.
When the timer reaches zero, the system transitions the monster into its defeated state, providing immediate confirmation that the work interval has been completed.
The user then reaches a decision point: begin another task or end the session. Selecting another task returns the user to the task-identification stage, creating a repeatable cycle. Ending the session concludes the current workflow.
The design of Task Monsters was guided by the goal of reducing the cognitive load associated with starting and sustaining a task. Each interaction was designed to provide a clear next step while maintaining user control over the length and pace of a work session.
Time-based difficulty
The difficulty system is based on sustained attention rather than task complexity. Users can select Easy, Medium, Hard, or create a Custom interval based on their individual attention span and needs. A 13-year-old user, for example, may benefit from shorter work periods and more frequent breaks, while another user may be comfortable with longer intervals; different tasks may also require different amounts of sustained focus.
Distraction-free Design
Task Monsters uses minimal visual and auditory stimulation during active work periods to support sustained attention. The interface avoids flashy graphics and ongoing sounds, while color changes and a brief sound cue are used only when the experience transitions between work and break modes to bring the user's attention back to the application.
Gamification Mechanics
Pomodoro Explanation
Add an optional introduction explaining the Pomodoro method, including how work intervals and breaks function within Task Monsters. This would reduce the barrier to entry for users who are unfamiliar with the technique.
Session history and analytics
Track completed work sessions, total focused time, and tasks completed over time. This could allow users to identify patterns in their work habits.
Progress tracking
Provide longer-term visualizations of completed sessions and time spent working beyond the individual monster encounter.
Expanded monster system
Introduce additional monster designs and potentially allow users to encounter different monsters across sessions.
Accessibility and personalization
Expand customization of timers, visual presentation, notifications, and interaction preferences to accommodate different user needs.
I am most proud of turning an idea I have been developing for years into an interactive experience that other people can actually use. What began as a paper-and-pencil system has now become a functional web application.
Building the MVP also required me to move beyond the design process and work directly with the technology. While Base44 accelerated development, I had to use my programming knowledge to achieve the interactions I wanted.
The digital version is also still an evolving translation of the original concept. The paper version included a D20 mechanic, where I would roll after completing a task to determine how much damage I dealt to the monster. I am still exploring how that mechanic could be incorporated into the digital experience while maintaining a clear and intuitive user flow.
Ultimately, this project demonstrated the value of moving an idea from concept to prototype. Building the experience has given me a functional foundation to test, evaluate, and continue developing rather than leaving the concept on paper.