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HabitPals

UXUI Case Study
Overview

The objective of this project is to design a habit-tracking mobile app that is intuitive and supportive of the users' journeys. HabitPals blends a virtual pet experience with habit tracking. HabitPals' goal is to motivate people to ensure the creation and termination of habits. This research was done as part of a UX course at UT Austin.

The Challenge

Making or breaking a habit has never been easy. We wanted to gamify this process to encourage users to track their progress with an inviting and nonjudgemental digital experience.
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Key Features
  • Low stakes, inviting visual identity

  • Create and customize a virtual pet

  • Create multiple goals and track daily progress

  • Track long term progress

My Role

This was researched and developed as a project from a class on Mobile App UX Design with a team. I contributed with aiding research, competitive analysis, user flows and personas, wireframes, and visual design.  After the conclusion of this course, I further explored HabitPal's design and prototype.​

Tool Kit
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Research
The Process
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Competitive Analysis

I looked at popular habit-tracking mobile apps and found these features to be a common throughline:

  • The ability to track the progress of multiple habits

  • Long term data

  • Custom reminders/notifications

  • Journaling/note mechanic

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​I also looked into what users found frustrating about these apps. Based on reviews, common pain points were:

  • Clunky or lagging user experience

  • Unclear instructions

  • Features locked behind premium subscriptions

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User Interviews

To understand more about how people already go about tracking their habits, we sent out a survey asking people questions about their methods. We received 59 responses. 

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How do you go about forming new habits?

45.8% responded with "By setting goals or rewards."

37.3% responded with " By telling others / doing it with friends."

Have you ever successfully broken a habit? If so, how?

"I used to stop biting my nails by getting friends to remind me anytime I do it so that I could stop."

— user write-in response.

"Yes! I used to eat super bad but I began by writing everything down and counting the calories. This way I understood what I was putting into my body."

— user write-in response

On average, people who took our survey found that breaking a habit was more difficult than creating one.

User Persona

Using our research and survey data, I created a user persona to guide HabitPal's design.

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Based on our research, we created user stories and a user flow chart to start building the app's structure.

User Flow Diagram
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User Stories

As a new user, I want to create an account in order to back up my habit data.

As a user, I want to customize my HabitPal, to make my HabitPal more unique and personal to me.

As a user, I want to easily view and  update my progress throughout the day.

Wireframes

We created wireframes using our user stories as guides. First on paper and then I used Figma to visualize the structure of our app.

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Wireframe sketches, paper

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Digital Wireframe

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Higher - Fidelity Wireframe

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Visual Design
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What I learned...

I initially used this project to explore UX as a potential career path and fell in love with it. I wish to continue on in this field.  


I also used this project to teach myself Figma and enjoyed learning a fraction of what the software has to offer.


But one of my biggest take aways was the importance of a good wireframe. I found myself revisiting HabitPal's detalis and structure over and over as I created the visual design. 

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