Winding it up
You press and hold the hourglass for two and a half seconds and let go. That winds it up and starts the session.
Why. A mechanical timer has to be wound up, and that small act gives it weight. Untimer builds the same act into a digital timer, so starting becomes something you decide to do instead of something you click while you are still deciding. Two and a half seconds is long enough to notice that you have begun.
Session and break lengths
A session is twenty five minutes, a break is five minutes and a long break is twenty five minutes. Four sessions make a set.
Why. In a study of students, those who followed a fixed schedule of focus and breaks reported higher concentration and motivation and lower fatigue and distraction (Biwer and colleagues, 2023). The structure is what made the difference. So Untimer keeps one number for each length and makes that decision for you, and you start instead of arranging a schedule first.
The countdown
Sand falls through the hourglass while the session runs, a readout counts down beneath it, and the minutes left show in the browser tab title. You can look at something else and still know how much time is left. The day strip draws today with your sessions on it.
Why. Many people with ADHD describe a weak sense of time passing, and research has measured real differences in how they perceive time. That is what an external timer is for. In a study of children, a visible countdown reduced anxiety about the time ahead and off task behaviour, and the benefit was largest for the children with the most trouble paying attention (Hallez and Vallier, 2025).
Interruptions and the note
When something pulls you away you tap Interruption, choose Something in my head or Something around me, and write one line about what it was if you want to.
Why. Part of your attention stays on a task you left unfinished (Leroy, 2009). Writing a short plan for where you stopped reduced that, and people did better on the next task (Leroy and Glomb, 2018). Untimer asks for that line at the moment you leave, and the message box hands it back when you return, which brings you back to the work.
Breaks
After a session the hourglass is replaced by a calm scene: a figure at a window for a five minute break and a bench under a tree for a long break. The break waits for you and starts when you press its button.
Why. Breaks help people feel less tired, and longer breaks help more after hard work. The long break is twenty five minutes, long enough to recover. In a study of several hundred people, a break spent on a phone left them as drained as taking no break at all (Kang and Kurtzberg, 2019). Untimer gives you a quiet scene to rest your eyes on instead.
Records
Every session keeps how long you planned and how long you worked. It also keeps how the session ended and the task it went to.
Why. Keeping track of what you do is one of the most effective habit techniques, and it works best when you can see the record and look back at what you intended (Michie and colleagues, 2009). Untimer records every session, keeps it and shows it to you in Insights, which also compares each task with your estimate.
Active days
Active days counts the days with a session over the last forty five days, in a row or not. It also shows your current run of days and your longest run.
Why. Habits take anywhere from a few weeks to most of a year to form. In a study of habit formation, missing a single day made little difference to how well a habit formed (Lally and colleagues, 2010). So Active days counts the days you came back over the last forty five, and you can walk back in after a bad week and pick up where you were. A counter that resets to zero would punish you for something that barely matters.
Milestones
There are fifty four milestones in four groups: Time recorded, Days, Patterns, and Tasks and breaks. Most of them have levels.
Why. Rewards that are further away pull less, and studies of ADHD find that they pull less still (Jackson and MacKillop, 2016; Patros and colleagues, 2016). That is part of why someone who struggles to start a report can play a game for hours: the game tells you how you are doing every few seconds. Milestones give you feedback much closer to the work than a goal that is months away. They tell you what you did, and every milestone you reach is kept. With Plus each milestone shows its next level and how far along you are, which puts a goal within reach of the next session, and a count that moves with every session shows that the work is adding up. In a review of the research on rewards, payment for an activity lowered interest in the activity itself (Deci, Koestner and Ryan, 1999). Plain information about your own work leaves that interest alone, and milestones report what you did.
The end of your working day
In Settings you can set the time your working day ends, and the day strip marks it with a dashed line and a flag.
Why. Stopping is as hard as starting for many people. Once you are absorbed in the work, it is hard to leave it. A set end to the day gives you a line to stop at, drawn on the day strip.
Tasks
You can name a task and guess how many sessions it will take. Your sessions count against it, and Insights compares your guess with what it took. A session can also start without a task.
Why. A specific plan for what you will do helps people start (Gollwitzer and Sheeran, 2006). A required task field stops people starting at all. In the founder’s own record of thousands of sessions, almost none carried a task. So a task is optional, and Untimer lets you get on with the session. When you finish a task, it keeps what it took against what you said, so your estimates improve.
Few choices
Untimer holds the timer, your tasks and your sessions. It sets the lengths for you, and Settings has only a few choices.
Why. Every choice placed between you and starting is a place to stall. Untimer holds the time for you and keeps your sessions, and it works beside the tools you already use.