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ErgonomicsSemester 1 · 2025

UNIFY

One app for every household bill, designed to cut the cognitive load of paying on time.

ProgrammeM.Des, IIT Guwahati
TeamReetika Singharia, Anushka Anand, Ritika Kumari, Pradyumn
FocusCognitive ergonomics · Mobile app · Accessibility
Low-fidelity wireframes of the app
92.3%of respondents rely on UPI apps
38.6/100weighted workload score (NASA-TLX)
#1stressor: time pressure from due dates
Context

Indian households pay rent, utilities, tuition, subscriptions and staff across several UPI apps, reminders and notebooks. Nobody has one view of what’s due.

Problem

Payment tools aren’t ergonomically optimised for multi-bill household use: visual strain, cognitive overload, inconsistent flows and accessibility barriers, especially for older users.

What we found
01

Fragmentation is the core pain

The survey’s top complaints were no combined view of bills and keeping track of dates. Top requests: automatic reminders and one view of everything.

02

Time pressure dominates

In the NASA-TLX analysis, temporal demand carried the highest weight. The stress is about deadlines, not the payment itself.

03

Four very different users

Working parents, homemakers, elders and young adults need different things: speed, reminders, larger type and voice, or analytics.

Solution

All bills, one calm screen

A single app for fixed and irregular bills, with UPI one-tap pay, auto-pay for subscriptions and smart reminders, designed with Hick’s law, Fitts’s law and clear affordances.

Home screen with balance and recurring bills
Add new bill screen with calendar
All bills list
Reflection

Measuring workload with NASA-TLX turned a vague “payments are stressful” into a specific design target: reduce time pressure first.

The full story
01 · Users

Four households in one

We designed for four user types, each with a different ergonomic need.

  • Working parents (25–45): juggling tasks; need quick access, auto-reminders and minimal steps
  • Homemakers (30–50): moderate phone use; need simple navigation, larger buttons, less text
  • Elders (50–65): limited familiarity; need high contrast, voice guidance, minimal typing
  • Young adults (16–22): tech-savvy; want clear analytics and a fast add-and-pay flow
02 · Pains

Nine pain points

From the user study: difficulty managing many payments, no central system, missed or late payments, high mental load, dependence on several apps, no shared tracking in families, limited accessibility and language support, no expense insight, and privacy worries about sharing details.

Survey results charts
Hand-drawn mind map of digital payment pain points
03 · Analysis

Measuring the load

We adapted NASA-TLX to household payments and weighted six factors through pair-wise comparison. The weighted workload came out at 38.6/100. Time pressure carried the most weight, followed by effort, mental demand and frustration. So the design target was clear: cut temporal demand with automation, and cut effort by ending fragmentation.

NASA-TLX weighting and score
SWOT analysis of the concept against existing apps
04 · Structure

From wireframes to a system

Low-fidelity wireframes set the flows (splash, login, OTP, dashboard, add bill), then an information architecture, a component library, Roboto type and a blue-led colour scheme.

Low-fidelity wireframes
Information architecture
Component library
Typography and colour
05 · Principles

Ergonomics on screen

Each screen was checked against three ideas.

  • Hick’s law: fewer choices per screen and one clear call to action
  • Fitts’s law: large, well-spaced tap targets placed in the thumb zone
  • Affordance: familiar bill rows (name, amount, “View bill”) and a search bar that looks typeable
Screens annotated with Hick’s law, Fitts’s law and affordance
What I learned

Takeaways

  1. 01Cognitive load can be measured; NASA-TLX turned a feeling into a ranked list of stressors.
  2. 02Designing for elders first (contrast, voice, fewer choices) made the app simpler for everyone.
  3. 03Ergonomics applies to screens: thumb zones and decision count are physical and mental load.
  4. 04A shared household view is a social design problem, not only an interface one.