Habit Hero

Making habit building an easier and addicting experience

Overview

For those wanting to build healthy habits, Habit Hero can help them overcome procrastination and lack of motivation by providing a fun and addicting experience.

What's Going On?

It can take up to 21 days to form a habit and 90 days for a permanent lifestyle change. Trying to do things for that long and seeing little progress can be discouraging to people. On top of that, people can be forgetful or life gets in the way.

Key Deliverables

  • User Research Findings

  • User Personas

  • Competitor Analysis

  • High-fidelity mockups

  • Interactive Prototype

Time Frame

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January 2024 - May 2024
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Team

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Tan Nguyen
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What issues do people face?

I started by trying to figure out what obstacles people may deal with in regard to habit building. I ran interviews and surveys with a variety of people online and in-person. In the end, I collected responses from 25 potential users and this is what I found:

Motivation & Consistency

16/25 people have issues with motivation and maintaining consistency

Forgetfulness

10/25 people mention that they
are forgetful

Time

6/25 people say it's hard for them to find time to commit

What's the problem I'm trying to solve?

"How can I create an experience that motivates people to develop their habits while considering outside factors?"

So who is the user?

With a good set of data, I learned important things about people trying to form habits. Now I needed to decide who I was trying to design and solve a problem for. To do this, I analyzed all the people I interviewed and surveyed to come up with two user personas. These are the people that I would be keeping in mind throughout the creation of this app.

The Primary User

The primary user is a busy college student aged 18 to 24, struggling to balance personal needs and new habits while adapting to a new living situation. They want an app that makes it easier to track habits and is fun to use to stay motivated.

The Secondary User

The secondary user is a busy individual aged 28 to 34, juggling work, household responsibilities, and his personal life. In his free time, he lacks motivation due to exhaustion. He wants a straightforward app with features that will keep him engaged.

Who are the competitors?

To see what I could do better, I researched existing apps that also help with habit-building. Some key things I found were:

Eden

👍Just simple enough
👍Great atmosphere
👎Lacks instant rewards
👎Locked features behind subscription

Habit Rabbit

👍Cute pet rabbit
👍Competitive aspect
👎Limited habit tracking
👎Overwhelming outside of habits

Habitica

👍Accountability
👍In-depth game & habit system
👎Complicated
👎Time consuming

Smile To Do

👍Easy & straightforward
👍Up-to-date reports
👎Too simple/lacks rewards
👎Paywall
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In-depth graphic of competitor analysis

So what? What will I do differently?

I will aim to create a pleasant and straightforward user experience, avoiding unnecessary complexity while providing enough content to motivate users to stick to their habits. Emphasizing rewards is crucial, as instant gratification will help users see progress, especially early on. Rewards can differ for longer-term goals, creating a variable reward system, and helping to keep users engaged. I will also avoid a subscription service, as it might deter users. Instead, I'll explore other ways to generate profit, ensuring the app remains helpful and accessible.

Early Design Ideas

  • I thought of ways to ease people into building habits through camaraderie/accountability with other people or by starting them with simple tasks.

  • I also considered ways to engage people through challenges to keep them motivated and have a system that uses variable rewards to keep users interested.

  • There are also simple iterations on what stat tracking or a pet feature would look like.

  • I refined my sketches with lo-fi designs and thought about the layout for the main function of habit tracking. I grouped user goals with daily challenges as those should be the main focus for the user and they can gradually work on the longer weekly/monthly challenges.

  • I also wanted to get an idea of what a person would need when setting up a goal so I visualized and considered what information would be important to include.

How do I represent the app?

I wanted a fun, youthful, and friendly brand. That led to the decision to use Quicksand and Comfortaa which are rounded sans serif fonts to portray welcoming characteristics which would also help users feel comfortable with starting new/maintaining habits. I also chose fun and vibrant colors for my app, that being blue and green. Additionally, these colors help with focus, concentration, and increasing efficiency which would be beneficial to users. The icons, along with the logo, follow themes of being rounded for the friendly brand as well as being full in shape.

Fleshing out the ideas

Design Iterations

Before

The animation for finishing tasks shot some confetti but didn't clear the task away which made it cluttered.

After

After finishing a task, it is cleared off the screen, making it clearer what task is done, and declutters the space.

Before

Different sections were blending together and made it hard for some users to follow the flow of a page.

After

I improved the separations between sections and applied that to other elements for design consistency.

Before

I realized users who only log in to check off their habits or don't care to interact with their pet lack the incentive to continue. There is the group feature to join people with similar goals but that can also be time-consuming.
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After

To help motivate these users, I added a leaderboard system that ranks people based on the amount of coins they earn in a week, adding a simple competitive appeal for users.

Before

The setting to turn on or off the changing of pet stats was unclear with just the original name and had no description to go with it.

After

I reworded the name of the setting to be clearer and easily understandable. I also added a small excerpt to explain what it does.

Before

Some onboarding screens were plain and had no added visual elements. This made the onboarding experience dull and didn't represent the brand identity.

After

I added visual elements such as the name card plus the pets to make the screens more appealing and align with the brand attributes.

The Interactive Prototype (~2 1/2 mins)

What Did I learn after all this?

Being more efficient

This was such a great learning experience! It was my capstone project which is my senior project to show off what I've learned in my four years at the University of Texas at Dallas. I used what I'm familiar with and explored new design processes as well. I experimented with different aspects in Figma such as setting up a wide variety of components to make the app feel alive and combined that with Figma styles to make my workflow more efficient.

Bringing value to the user

Throughout the project, I focused on adding useful features and value to my app. One major challenge was designing a user-friendly and motivating system. I initially implemented a pet system to give users a sense of responsibility and encourage regular use. However, realizing that some users might not be motivated by this, I added a leaderboard and ranking system to foster competition. This sort of problem-solving guided my thinking throughout the creation of this app and resulted in a polished final product.

Experimenting with user testing

If I could have done anything differently, I would have experimented with more user-testing software. Trying to find software that met all my needs, like heat mapping and including a broad range of users, was time-consuming. As a result, I stuck with regular user testing and used those around me. Although I received valuable feedback, I believe using new software could improve my efficiency and results in the long run. Overall, this was a great experience, and I'm excited to apply what I've learned to new projects!