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Seeds

Seeds

Seeds

6 min read

Gamifying New Year's Resolutions for Self-Growth.

Gamifying New Year's Resolutions for Self-Growth.

Gamifying New Year's Resolutions for Self-Growth.

YEAR

2024

TIMELINE

6 months

TOOLS

Figma

Maze

PLATFORM

iOS

INDUSTRY

Productivity

TEAM

1 Designer, 2 Engineers

Overview.

"Seeds" marries New Year Resolutions with consistency. Most of it was done at a hackathon, but I continued polishing it after. With design, I improved the task completion rate from 75 to 95%.

With more time, I would've also focused on growth and retention metrics (MAU, CRR, etc.) to better understand the typical user lifecycle and inform future design choices accordingly.

The End-Product.

Challenges

There was opportunity to capitalize on the interaction design of the project, but it was met with pushback from development.

Time was also a constraint; the team was assigned two days for this project as it was completed at a hackathon. However, I continued to polish it afterwards as it became a passion project.

How I Overcame Them

I overcame this by prioritizing screens that would be key to creating communal resolutions and recording progress. I took this direction as a result of discussing product direction with my team, with the idea that sharing work early and often would ensure that we'd be goal and constraint-aligned.

VIDEO

Users can create a group-effort to complete their resolutions together.

THE PROBLEM

Effort for sticking with New Year's Resolutions falls off a cliff.

The numbers behind this.

This data was collected via academic and other secondary sources, hover statistics to learn more.

Why do so few people actually succeed in?

Where do people feel friction early-on? What are the common pain points?

We hypothesized why this may happen.

The team and I shared our experiences, as well as those of our peers. From going to the gym more often to eating healthier, there was a consistent theme for why sticking with resolutions is difficult:

This prompted the north star question:

How might we make following our resolutions more engaging and less lonely?

RESEARCH: THE "HOOKED" MODEL

There are four parts to habit-forming products.

The core pillars.

I was solving a people-problem at its core. As a result, I leveraged habit-forming book, "Indistractable" by Nir Eyal to add scientific merit to my design decisions.

Trigger

Stimuli that spur us to do something.

Action

What drives users to engage.

Reward

What aids in helping the user stick to using the product.

Investment

Total time and effort contributed, also known as "stored value".

So… what's the competition doing?

I looked at competitors in the self-growth space: Not so Boring Habits (Apple Design Award '22 Winner) and Duolingo (37m+ MAU) to identify areas that contributed to user and business success.

My core insight was that these apps:

Mix gamification and relaxed visual design to encourage users to return.

IDEATION AND PRIORITIZING

I prioritized: feasibility, user-satisfaction and time.

Brainstorming together.

The criteria for narrowing down which ideas to proceed with was determined through discussion with my engineering team.

Opt 1: View past months/progress history

Engineering Effort

User-satisfaction

Time

Rationale

We thought about different ways to be able to view resolution progress, such as growing the seeds we plant, but it had to be feasible to develop.

Opt 2: Incentivized Badging

Engineering Effort

User-satisfaction

Time

Rationale

Badges are commonplace in the self-growth space, but are secondary rather than being a primary motivator for change.

Opt 3: Live Accountability Sessions

Engineering Effort

User-satisfaction

Time

Rationale

Live-accountability calls weren't super practical. With differing resolutions calls for different settings and conditions to be completed in.

Opt 4: Add Friends for Group Gamification

Engineering Effort

User-satisfaction

Time

Rationale

Group Gamification best adheres to the hooked model, while also being more technically feasible than the other proposed ideas. This idea won!

Laying it all out.

I worked with engineering to imagine what the end-to-end flow would look like for testing.

Rationale

Users will plant "seeds", or resolutions that they seek to accomplish. These resolutions can be completed either solo or together.

Opportunity

Completing goals via group effort is a strong opportunity to leverage the Hooked model and showcase tangible progress (growing oneself).

THE FOUR PILLARS

Tying it all back together.

Setting up Effective Triggers

A social feed with other friends serves as an internal trigger to stay up-to-date with what others are doing. Internal triggers are the root cause of forming habits.

Making Actions Low-Friction

The action of creating a challenge/resolution is low-friction, along with recording its completion. A trigger or prompt would help to promote this as well.

Rewarding Users

Self: Intrinsic rewards and signs of encouragement are rewards for ourselves.

External: Others reacting to completed resolutions satisfies social desire (likes, comments, approval)

Expanding on User Investment

Planted seeds could be expanded upon to add another layer to the gamification aspect.

USER TESTING

What would end-users think?

Testing the waters.

I tested the product with 15 end-users (people who've previously set resolutions). End-users were asked to create a resolution, invite friends and record daily completion.

The key metric I would be evaluating was task completion rate: how intuitive would this foundational flow be? With more time, I would've liked to also focus on growth and retention (MAU, CRR, etc.)

Initial testing revealed some areas for improvement. One user said:

"There's a lot of competing elements on the home screen.” 

Another participant said:

“The color choices are confusing me, it feels inconsistent.”

How would we gauge success?

Completing a resolution would be the heartbeat of the product; I wanted to gauge how seamless this was while finding where users felt friction.

75% of users completed the task

Most users were able to create a group resolution, send out invites and record daily completion of the task.

Hearing from end-users

I was solving for a people-problem. How inclined would users feel to continue with their resolutions after use?

CHALLENGE: DESIGN PUSHBACK

It wasn't just sunshine and rainbows.

We faced a challenge: how might we further illustrate progress?

I wanted to animate a garden of progress so that users could see their seeds being grown to increase engagement. This idea faced pushback from engineering, as it wouldn't be feasible to develop given the time constraint.

Speaking the same language of engineering was key; we mutually pivoted to prioritize insights from testing. We wanted to have something more tangible to test, rather than focusing on a "What if?" idea.

Making heuristic changes.

To improve usability, I leveraged feedback to iterate on the resolution cards, button placement and made consistent the visual language.

V1 — Creation Details.

1.0

User Confusion

Users were overwhelmed by the amount of information they had to input. Because of this, it led a few to drop-off from the task before completion.

2.0

Confusing button styling

The selection buttons were the same style as the CTA button. This contributed to poor visual hierarchy.

V2 — Improved Creation Heuristics.

1.0

Step Clarity

I decided to progressively disclose information needed on the user end to prevent drop-off, while adding a progress indicator to improve the affordance.

2.0

Clear selection options

Much clearer visually with distinguished button styling, along with a simpler type-hierarchy that feels more systematic.

Polishing up the visual design elements.

The end product was more visually refined, with iterations having been made to the home screen, resolution-creation flow and completion screens.

MEASURING IMPACT

Our resolutions—done together.

What did people think?

We initially set out to solve a "people" problem, so I wanted to also gauge how well this product might be received by end-users.

Assemble your squad.

Impact

+25%

Task Completion Rate

User Satisfaction

VIDEO

Building a group-effort.

VIDEO

Recording completion of a resolution.

TAKEAWAYS

Design and engineering are constantly in a dance of product-tango. It's about balance!

Thanks for stopping by!

Find common ground.

There was opportunity to capitalize on the interaction aspect of the project, but it was met with pushback from my team. Speak the same product language!

Results are better than "What If?" ideas.

Driving results is the north star. At times, you have to pivot and prioritize what moves the bottomline.

Be a good partner.

To enable more efficient design-developer workflows, familiarizing myself more with HTML and CSS would be a nice next step to take.

Thanks for stopping by!

Thanks for stopping by!

What's Next?