Habit Hero Case study
1 June 2025
PUX Designer/Researcher (Solo Project)
Improving a hypothetical health app to something people actually want to use.

Summary (speed-read approved)
HabitHero was a hypothetical app my course provided, meant to help users build healthy habits, but it wasn’t designed with real people’s motivation patterns or accessibility needs in mind. My task was to research user expectations, ideate inclusive improvements, and prototype a goal-tracking experience that supports long-term habit building.
Over the course of 8 weeks, I led research, UX strategy, prototyping, and user testing — culminating in a redesigned experience that better supports health goals, cognitive accessibility, and flexible tracking.
The Challenge
This was a solo UX project as part of a Level 7 UX Design course. My brief was to design a more inclusive, engaging habit-tracking experience for the fictional HabitHero app — with a specific focus on progress tracking, health goal customisation, and long-term engagement.
HabitHero users had diverse health needs, ranging from neurodivergent and chronically ill individuals to those new to wellness apps. Many existing tools felt inflexible, confusing, or overwhelming. My goal was to translate user insight into a flexible interface that accommodates real lives.
Goals
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Make habit and goal setting feel motivating, not clinical
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Support accessibility and inclusive defaults
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Align with real-world user behaviour — not idealised UX flowcharts
Constraints
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Feature scope limited to tracking and goal-setting
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Needed to demonstrate usability, accessibility, and visual consistency
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Prototype required both low-fidelity and high-fidelity versions, with usability testing, annotations, and handoff-ready assets
Original Designs
Research
To build a useful and inclusive foundation, I combined primary and secondary methods to understand real users’ needs, expectations, and blockers around building habits.
Research Methods
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User interviews (mix of experienced health and fitness app users, non-users, and those with health conditions)
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Surveys to explore common motivators/barriers
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Competitor audit: Fitbit, Fabulous, Streaks, Done, Habitica
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Empathy maps and user task flows
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Affinity diagramming in FigJam
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Wizard of Oz-style walkthroughs with early wireframes
Key Insights
“If I mess up one day, I give up completely. The app should help me keep going — not shame me.”
Patterns Found:
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Users often forget to track due to executive dysfunction
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Inflexible and guilt tripping streaks/notifications caused demotivation
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Users wanted more custom goals, not just presets
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People didn’t always want to track the same thing every day
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Accessibility needed to be a forethought not an after thought
Research Images
Strategy
Based on findings, I reframed the problem:
"How might we make progress tracking flexible, forgiving, and motivating — especially for users with variable energy, memory, or accessibility needs?"
I prioritised features that encouraged consistency without pressure, while also exploring playful and adaptive UI elements.
One standout idea that emerged was a virtual pet companion system. Users could “take care” of a digital pet by completing their health goals. This added a nurturing, gamified layer to the experience, turning progress into care and reward. It reframed habit tracking from a task to a relationship.
Approach:
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Built out a feature matrix (impact vs effort)
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Mapped journeys including happy path and alternative/unhappy path
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Created a storyboard to visualise emotional flow through the app
Design Process
My design evolved across several stages:
Low-fi Wireframe
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Focused on flexible layout and minimal cognitive load
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Explored different goal types: single action, repeating, adaptive
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Hand-drawn and digital sketches created with Procreate

Mid-Fidelity Wireframes & Prototype
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Converted sketches into clean grey-scale wireframes
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Applied a simple colour scheme
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Applied interaction patterns and psychological principles
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Annotated flows to explain reasoning

High-Fidelity Designs
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Used a defined style guide for colour, iconography, typography
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Designed in Figma with accessibility colour contrast
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Created a full flow for goal setup and dashboard tracking
Gamified Pet Companion System
To support emotional engagement and motivation, I introduced a pet-based gamification mechanic. Users earn gems by completing their chosen health tasks, which they can use to feed, care for, and interact with their pet. Each pet has basic needs (energy, mood, health) tied to the user’s progress — building accountability through affection rather than punishment.
The system was designed to:
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Encourage daily interaction without overwhelming the user
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Offer a visual, emotional cue for progress
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Increase retention by creating a “reason to return” beyond goals
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A key point was made for it not to involve guilt tripping, the pet would not be sad or miss you, but be happy and proud of you when you return
User Testing & Iteration
I conducted moderated usability testing with a mix of users:
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Some new to wellness apps
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Some with ADHD or chronic health conditions
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All interviewed remotely via Zoom using the Figma prototype
What I tested:
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Goal creation
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Response to language used
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Navigation to key features
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Understanding of labels and icons
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Overall motivation + emotional response
Key Findings:
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“Add Goal” was easily understood but lacked flexibility
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Health advice and FAQ needed clearer navigation
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Users disliked streak pressure — wanted soft reminders
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Font contrast needed improvement on some screens
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Store feature was unclear but had motivational potential
Users were positive about the pet function with some feedback:
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Less visually cluttered
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Optional for users who didn’t want gamification
Key Metrics:
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U-turn rate on task 1: 2/5 users backed out and re-tried
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Average time to add goal: ~45 seconds
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Store discoverability: 3/5 missed it entirely on first pass
4 out of 5 users said the pet mechanic would make them more likely to return daily
Issues found and Suggestions

Changes Made:
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Reworked store navigation with clearer labels and entry points
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Split up goal setup steps for better pacing
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Added optional help overlays and previews
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Improved CTA copy and colour contrast
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Gave a more minimalist overhaul to the pet feature
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Improved iconography
Final Outcome
The final prototype showed a flexible, supportive flow that lets users set goals on their terms, check progress at a glance, and adjust as life changes.
Highlights:
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Multiple goal types: track habits, symptoms, routines
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Gentle tone of voice, encouraging micro-wins
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Customisable dashboard with visual summaries
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Accessibility-first colour and text scale
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Nurturing progress through pet gamification
Impact and Takeaways (no not the deliveroo kind sadly)
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Next Steps
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Tools Used












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