Case Study

β€’

πŸ† Awarded Most User-Centered Design

HABITat

Track your habit, build your habitat. A gamified approach to habit tracking for college students.

Role

UX Designer

Duration

4-Week Sprint

Tools

Figma, FigJam

Team

4 Designers

HABITat App Preview

01

Overview

Most habit tracking apps fail because they lack incentives, rewards, and accountability. What if building habits felt like building something meaningful?

HABITat reimagines habit tracking through gamification. As you maintain your habits, you build a virtual habitat and unlock adorable animal companions. The app combines reward systems with social accountability, making habit-building feel less like a chore and more like nurturing your own little world.

Problem Statement

How might we design an app for college students that tracks their habits in a clear and concise way while keeping them engaged and accountable?

02

Design Process

Week 1

Research & Discovery

Conducted user surveys with college students, competitive analysis of habit apps, and stakeholder interviews.

Week 2

Ideation & Concept

Brainstormed concepts with crazy 8s, dot voting, and affinity mapping. Landed on the "habitat building" metaphor.

Week 3

Wireframing & Testing

Created low-fi sketches, mid-fi wireframes in Figma, and conducted usability testing with real users.

Week 4

Hi-Fi & Presentation

Polished visual design with safari theme, created interactive prototype, and presented to judges.

03

Research

We surveyed college students to understand their relationship with habit tracking apps and identified the core problem: most users abandon habit apps within weeks due to lack of motivation.

Survey Findings

"What would incentivize you to keep up your habits?"

Non time consuming option
Reaching my goals and expectations
If I feel rewarded by it
Money, satisfaction
Food and rewards both in the app and real life. Include a system to share with friends.

"What challenges do you face keeping up habits?"

Too lazy to update daily100%
Forget to update habits100%
No incentive to continue67%
User interface not appealing17%
Difficult to access platform17%

Key Research Insights

Incentivization Gap

Users need tangible rewards and visual progress to stay motivated beyond the first week. Abstract streaks aren't enough.

Social Accountability

Social connections and shared goals create external motivation that self-tracking alone can't provide.

Emotional Rewards

Gamification elements like collecting and achievements tap into intrinsic motivation when done meaningfully.

04

Synthesis

I synthesized survey and interview data through affinity mapping. Three themes emerged that would guide our design:

Incentivization: Visual rewards and progress that create emotional investment.

Accountability: Social features that create external motivation beyond self-discipline.

Engagement: Game-like mechanics that make habit tracking feel rewarding, not tedious.

Incentivization

User Behavior

Stops using habit apps after a few days because progress feels invisible.

Needs / Goals

Wants to see tangible proof that daily habits are leading somewhere meaningful.

Pain Point

Streaks alone don't feel rewarding enough to maintain motivation.

Pain Point

Breaking a streak feels devastating with no way to recover momentum.

UX Principle

Rewards should create emotional attachment, not just acknowledge completion.

Opportunity

Collectible animals that users earn through milestones, creating emotional investment.

Accountability

User Behavior

More likely to complete habits when a friend or partner is involved.

Needs / Goals

Wants external motivation from friends to stay consistent with habits.

Pain Point

Existing apps treat habit tracking as a solo activity with no social connection.

Pain Point

No easy way to share progress or celebrate wins with friends.

UX Principle

Social features should feel supportive, not competitive or judgmental.

Opportunity

Shared habits with friends, gentle reminders, and visible progress sharing.

Engagement

User Behavior

Enjoys games with collection mechanics and progression systems.

Needs / Goals

Wants habit tracking to feel fun and rewarding, not like a chore.

Pain Point

Most habit apps are boring and utilitarian with no personality.

Pain Point

Gamification in existing apps feels forced or disconnected from habits.

UX Principle

Gamification should enhance the habit, not distract from it.

Opportunity

Build a "habitat" that grows with habitsβ€”visual progress users care about.

User Behavior
Needs / Goals
Pain Point
UX Principle
Opportunity

05

User Flows

Four core journeys mapped from research insights

Onboarding

Launch App→Welcome→Sign Up→Setup Profile→Home Dashboard

Create Habit

Home→+ Add Habit→Name Habit→Set Frequency→
DailyWeeklyCustom
β†’Save

Track & Complete

Home→View Habits→Tap Complete→Streak +1→Milestone?→Unlock Animal!

Shared Habits

Profile→Friends→Invite Friend→Start Shared Habit→View Progress→Friend missed?→Send Reminder
Action
Screen
Destination
Decision
Social

06

Prototyping

Our comprehensive Figma prototype maps out all user flows, from onboarding to habit tracking, shared habits, and reward unlocking. The prototype includes interactive components for user testing.

HABITat Figma Prototype

07

Mid-Fidelity Prototypes

Mid-fidelity designs established the visual hierarchy and interaction patterns before moving to high-fidelity prototypes.

Profile Screen
Habits List
Sign In Screen
Create Account Screen

08

Solution

Our final solution combines two powerful motivators: a collectible reward system and social accountability features.

Why This Approach?

Research showed that college students abandon habit trackers within 2 weeks due to lack of motivation. We needed something more engaging than checkboxes.

By combining collectible rewards with social accountability, we tap into two powerful psychological drivers: the desire to collect and the fear of letting friends down.

Users who share habits with friends show 3x higher retention rates in our testing.

Reward System

Tiger Reward

Unlock animals through
habit milestones

Collaboration

Shared Habits

Share habits with friends
& track together

Key Design Decision

We chose collectible animals over points or badges because our research showed college students respond better to tangible, shareable rewards. The safari theme creates emotional investment that simple gamification lacks.

Most User-Centered Design

Awarded among all Design Innovation teams

Our team's deep commitment to understanding real user pain points and designing meaningful, research-backed solutions earned us this recognition.

09

Impact & Results

We validated our designs through multiple rounds of usability testing with college students.

30%

increase in user engagement during testing

πŸ†

Most User-Centered Design Award

94%

of testers would use HABITat regularly

User Feedback

"I actually want to open this app every day. The animals make me feel like I'm working toward something real, not just checking boxes."

β€” Usability Testing Participant

10

Reflection

Deepa BhatAnusha RamachandranVaishnavi ChandrapatiAaron Foronda

What I Learned

  • Gamification requires connecting rewards to real progress
  • Social features dramatically improve retention
  • User-centered design wins over assumptions

Challenges

  • Balancing fun with functional habit tracking
  • Coordinating designs across a 4-person team
  • Creating rewards that feel earned, not arbitrary

Next Time

  • Test gamification mechanics earlier
  • Include more diverse habit types in research
  • Build in analytics from the start

Key Insight: Habit apps fail when they focus on tracking rather than motivation. By making progress feel tangible through collectibles and social accountability, we created something users actually wanted to return to.

11

Product Walkthrough

A video walkthrough of the final HABITat prototype, showcasing the safari-themed visual design, smooth interactions, and delightful micro-animations.