Wrist Task Levels

When getting started feels hard, take on a short Apple Watch level, follow haptic pacing through the next step, and pay a clearly stated one-time price.

Some adults with ADHD know what is on their to-do list, but get stuck when opening their phone leads to messages and a long list. They break tasks into optional levels on the phone, such as “open the document and write the title” or “tidy the desk for three minutes,” then sync them to Apple Watch. Each level includes an estimated duration, required items, and a small enough first action.

The watch shows only the current level. Once the user starts, haptic beats cue progress, breaks, and wrap-up without requiring frequent screen checks. If they get stuck, a tap on “Shorten” turns a 15-minute task into a three-minute one, or simply shows the next action. Afterward, the user records how long they actually worked and where they got stuck, allowing the system to adjust the difficulty of the next starting step.

Rewards can take the form of character items earned that day, which users can give friends to unlock scenes together, without relying on streak-loss penalties for motivation. Before download, the payment screen states the one-time price for core features; theme packs are sold individually, with no auto-renewing trial. The product does not diagnose or treat any condition. It first makes a complete loop from short wrist-based levels to a difficulty-reduction button and clear pricing.

Why now

A post in r/adhdwomen on August 27, 2026, asked for an app with Apple Watch support, task gamification, and transparent pricing. S1 Comments suggested Dubbii, Brili, and Goblin Tools, but the gap remained; as recorded on August 28, it had 1 point and 4 comments. S1

Target user

The core user is an adult with ADHD who already owns an Apple Watch and is overwhelmed by long to-do lists. They usually know what to do, but open their phone while preparing to start and get pulled into messages. The critical moment is the few minutes before a meeting, household task, or sitting down at a desk. At that point, one tiny action is easier to start than another view of the full plan.

Minimal entry point

Use SwiftUI on the phone to create levels and store estimated duration, required items, and the next action as local structured data. Sync the current level through WatchConnectivity’s updateApplicationContext, and return completion and friction records through transferUserInfo. S2 Keep the watch interface to four actions: Start, Shorten, Complete, and Stuck. Use WatchKit’s built-in haptics for foreground pacing. If pacing must continue after the screen turns off, validate the applicable extended runtime session category and time limits. S3 The first version should not infer tasks automatically; offer template-based breakdowns with manual adjustment. Start rewards as local items, then add friend gifting once sync is reliable.

Punching above its weight

Recruit initial testers from ADHD communities who already own an Apple Watch, using short TestFlight trials. The demo should show only the contrast between a long phone list and a single wrist-based level. Put the one-time core price in the first App Store screenshot and state clearly that there is no auto-renewing trial. After launch, collect examples of where users got stuck around the “Shorten” button; this should yield more actionable feedback than broad feature requests.

Competitors & gaps

Brili RoutinesGoogle
Brili turns everyday tasks into timed routines completed in sequence. Users can complete, postpone, delete, or reorder items, with stars as game feedback. S4 Its mature templates and reminders suit recurring morning and evening routines. Its current U.S. App Store listing offers a 10-day trial and monthly, six-month, and annual subscriptions; its compatible-device information does not list Apple Watch. S4 It therefore addresses following a set routine, rather than seeing only the immediate next step on the wrist. Its official materials also do not emphasize one-tap task shortening when someone gets stuck, or using friction feedback to lower the starting difficulty next time. The opening is to combine task initiation, immediate difficulty reduction, and wrist haptics in one loop. A one-time base price also directly addresses subscription concerns. The tradeoff is that a lighter interface alone will not be enough; the shortening button must prove useful.

How it makes money

Sell the core app as a one-time purchase, including phone-based level creation, watch execution, and local records. Offer character themes and scene packs as individual in-app purchases, with no auto-renewing trials. If cloud sync or friend gifting is added, sell a separate one-time sync add-on.

The case against

Continuous watch haptics are constrained in the background, so pacing may stop when the user lowers their wrist or leaves the app. S3 Using an extended runtime session to sustain reminders requires showing that the use case fits an approved system category, while managing time limits and battery drain. If vibrations are too frequent, users will turn reminders off and the core value disappears. Difficulty adjustment also needs enough repeated records; otherwise, the system is merely shortening time mechanically. Friend gifting introduces accounts, sync, privacy, and harassment concerns. One-time pricing reduces subscription anxiety but limits the budget for long-term maintenance of cloud sync and new themes.

Evidence and sources

4 checkable sources cited
Trend observation· Reddit
Transparent Apple Watch task gamification
Sources
S4

Brili offers timed routines completed item by item, task adjustments, and star rewards. Its U.S. listing includes a 10-day trial and monthly, six-month, and annual subscriptions; compatible-device information does not list Apple Watch.

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