Project Overview

Level Up -A habit tracker app that feels like a game, but one that rewards progress, not perfection.

My role: Lead Product Designer

Tools: Figma

Timeline: 5-day sprint (1 week)

Problem Statement

Many habit trackers overwhelm users with too many features. I wanted to create a minimal, motivating experience that made daily tracking quick and rewarding.

Existing habit tracker prioritize perfection over progress—causing users to abandon the app entirely after a few “failures.”

Habit Tracker apps focus heavily on streaks and rigid consistency, which can lead users to feel discouraged when they miss a day.

Goals & Objectives

A more engaging, game-inspired system could help users stay consistent because it’s fun, flexible, and celebrates small wins.

Design a mobile habit tracking app that feels like a game, not a chore.


Encourage consistency without perfectionism.


Use visual progress, micro-rewards, and leveling systems to increase motivation.


Create a user flow that is easy to use daily with minimal cognitive effort.


Prioritize delight and progress over guilt and punishment.

Research

Methods & Participants

I conducted 5 remote, 15-minute user interviews and fielded a 10-person Typeform survey. Participants were busy professionals (ages 25–35) who’d tried at least one habit-tracking app, many juggling full-time work and side projects.

Key Insights

Streak Shame: Users felt discouraged—and often abandoned apps—when they broke a multi-day streak.

Daily Simplicity: People wanted a single, one-tap check each day rather than logging multiple sessions.

Motivational Rewards: Gamified badges and levels made habit-tracking feel fun, not punitive.

Persona

Jordan

Age: 25

Career: Marketing Specialist

Lifestyle: Works full-time, juggles side projects, often starts new habits or routines but struggles to maintain consistency.

Goals

Build routines that support mental clarity and focus

Improve consistency in daily habits like reading, exercising, or journaling

Feel accomplished without needing everything to be perfect

Frustrations

Gets discouraged when a streak is broken

Overthinks productivity tools and ends up abandoning them

Feels like their potential is limited by perfectionism and distraction

Motivators

Visual progress and rewards

Gamified experiences that feel fun and low-pressure

Flexibility without guilt

Why “Level Up” helps Jordan

Level Up meets Jordan where they are—motivated but overwhelmed. Instead of punishing missed days, it celebrates effort and progress. The gamified system offers consistent feedback, small wins, and a sense of purpose that helps Jordan stay on track without falling into the trap of all-or-nothing thinking.

User Flow & Wireframes

User Flow Diagram

Log In → Dashboard → Add/Edit Habit → Progress/Profile

Low-Fidelity Wireframes → High-Fidelity Mockups

Each wireframe iteration helped me refine layout, hierarchy, and interactions before committing to final visuals.

Wireframe

Hi-fidelity Mockup

Mini Design System

Color system & Typography

Core Components

Buttons: Primary

Inputs: Text fields, toggles, drop-downs

Cards & Badges: Rounded containers with subtle shadows

Soft Blue

#B6D0F5

Primary

Teal Green

#BDE0D3

Secondary

Sunshine

#FEE5B8

Accent

Soft Blue

#F9FAFB

Background

Display/Title

32px - Bold

Subtitle

20px - Regular

Body

16px - Regular

Caption

14px - Regular

Links

12px - Regular

Log In

Log In

Name

Exercise

Frequency

Daily

Learner

Level 3

3 Habits

Current Habits

Final Design + Prototype

Review & Next Steps

What I learned

Early user feedback on streaks shaped the “no-penalty” XP model.

Micro-animations (confetti, badge pops) boosted delight without slowing the flow.

Next Steps

Build an Empty-State screen with a “First Quest” prompt.

Add social sharing so users can celebrate milestones with friends.

Integrate advanced analytics (weekly habits heatmaps) for power users.

Project Overview

Level Up -A habit tracker app that feels like a game, but one that rewards progress, not perfection.

My role: Lead Product Designer

Tools: Figma

Timeline: 5-day sprint (1 week)

Problem Statement

Many habit trackers overwhelm users with too many features. I wanted to create a minimal, motivating experience that made daily tracking quick and rewarding.

Existing habit tracker prioritize perfection over progress—causing users to abandon the app entirely after a few “failures.”

Habit Tracker apps focus heavily on streaks and rigid consistency, which can lead users to feel discouraged when they miss a day.

Goals & Objectives

A more engaging, game-inspired system could help users stay consistent because it’s fun, flexible, and celebrates small wins.

Design a mobile habit tracking app that feels like a game, not a chore.


Encourage consistency without perfectionism.


Use visual progress, micro-rewards, and leveling systems to increase motivation.


Create a user flow that is easy to use daily with minimal cognitive effort.


Prioritize delight and progress over guilt and punishment.

Research

Methods & Participants

I conducted 5 remote, 15-minute user interviews and fielded a 10-person Typeform survey. Participants were busy professionals (ages 25–35) who’d tried at least one habit-tracking app, many juggling full-time work and side projects.

Key Insights

Streak Shame: Users felt discouraged—and often abandoned apps—when they broke a multi-day streak.

Daily Simplicity: People wanted a single, one-tap check each day rather than logging multiple sessions.

Motivational Rewards: Gamified badges and levels made habit-tracking feel fun, not punitive.

Persona

Jordan

Age: 25

Career: Marketing Specialist

Lifestyle: Works full-time, juggles side projects, often starts new habits or routines but struggles to maintain consistency.

Goals

Build routines that support mental clarity and focus

Improve consistency in daily habits like reading, exercising, or journaling

Feel accomplished without needing everything to be perfect

Frustrations

Gets discouraged when a streak is broken

Overthinks productivity tools and ends up abandoning them

Feels like their potential is limited by perfectionism and distraction

Motivators

Visual progress and rewards

Gamified experiences that feel fun and low-pressure

Flexibility without guilt

Why “Level Up” helps Jordan

Level Up meets Jordan where they are—motivated but overwhelmed. Instead of punishing missed days, it celebrates effort and progress. The gamified system offers consistent feedback, small wins, and a sense of purpose that helps Jordan stay on track without falling into the trap of all-or-nothing thinking.

User Flow & Wireframes

User Flow Diagram

Log In → Dashboard → Add/Edit Habit → Progress/Profile

Low-Fidelity Wireframes → High-Fidelity Mockups

Each wireframe iteration helped me refine layout, hierarchy, and interactions before committing to final visuals.

Wireframe

Hi-fidelity Mockup

Mini Design System

Color system & Typography

Core Components

Buttons: Primary

Inputs: Text fields, toggles, drop-downs

Cards & Badges: Rounded containers with subtle shadows

Soft Blue

#B6D0F5

Primary

Teal Green

#BDE0D3

Secondary

Sunshine

#FEE5B8

Accent

Soft Blue

#F9FAFB

Background

Display/Title

32px - Bold

Subtitle

20px - Regular

Body

16px - Regular

Caption

14px - Regular

Links

12px - Regular

Log In

Log In

Name

Exercise

Frequency

Daily

Learner

Level 3

3 Habits

Current Habits

Final Design + Prototype

Review & Next Steps

What I learned

Early user feedback on streaks shaped the “no-penalty” XP model.

Micro-animations (confetti, badge pops) boosted delight without slowing the flow.

Next Steps

Build an Empty-State screen with a “First Quest” prompt.

Add social sharing so users can celebrate milestones with friends.

Integrate advanced analytics (weekly habits heatmaps) for power users.

Project Overview

Level Up -A habit tracker app that feels like a game, but one that rewards progress, not perfection.

My role: Lead Product Designer

Tools: Figma

Timeline: 5-day sprint (1 week)

Problem Statement

Many habit trackers overwhelm users with too many features. I wanted to create a minimal, motivating experience that made daily tracking quick and rewarding.

Existing habit tracker prioritize perfection over progress—causing users to abandon the app entirely after a few “failures.”

Habit Tracker apps focus heavily on streaks and rigid consistency, which can lead users to feel discouraged when they miss a day.

Goals & Objectives

A more engaging, game-inspired system could help users stay consistent because it’s fun, flexible, and celebrates small wins.

Design a mobile habit tracking app that feels like a game, not a chore.


Encourage consistency without perfectionism.


Use visual progress, micro-rewards, and leveling systems to increase motivation.


Create a user flow that is easy to use daily with minimal cognitive effort.


Prioritize delight and progress over guilt and punishment.

Research

Methods & Participants

I conducted 5 remote, 15-minute user interviews and fielded a 10-person Typeform survey.

Participants were busy professionals (ages 25–35) who’d tried at least one habit-tracking app, many juggling full-time work and side projects.

Key Insights

Streak Shame: Users felt discouraged—and often abandoned apps—when they broke a multi-day streak.


Daily Simplicity: People wanted a single, one-tap check each day rather than logging multiple sessions.


Motivational Rewards: Gamified badges and levels made habit-tracking feel fun, not punitive.

Persona

Jordan

Age: 25

Career: Marketing Specialist

Lifestyle: Works full-time, juggles side projects, often starts new habits or routines but struggles to maintain consistency.

Goals

Build routines that support mental clarity and focus

Improve consistency in daily habits like reading, exercising, or journaling

Feel accomplished without needing everything to be perfect

Frustrations

Gets discouraged when a streak is broken

Overthinks productivity tools and ends up abandoning them

Feels like their potential is limited by perfectionism and distraction

Motivators

Visual progress and rewards

Gamified experiences that feel fun and low-pressure

Flexibility without guilt

Why “Level Up” helps Jordan

Level Up meets Jordan where they are—motivated but overwhelmed. Instead of punishing missed days, it celebrates effort and progress. The gamified system offers consistent feedback, small wins, and a sense of purpose that helps Jordan stay on track without falling into the trap of all-or-nothing thinking.

User Flow & Wireframes

User Flow Diagram

Log In → Dashboard → Add/Edit Habit → Progress/Profile

Low-Fidelity Wireframes → High-Fidelity Mockups

Each wireframe iteration helped me refine layout, hierarchy, and interactions before committing to final visuals.

Wireframe

Hi-fidelity Mockup

Mini Design System

Color system & Typography

Core Components

Buttons: Primary

Inputs: Text fields, toggles, drop-downs

Cards & Badges: Rounded containers with subtle shadows

Soft Blue

#B6D0F5

Primary

Teal Green

#BDE0D3

Secondary

Sunshine

#FEE5B8

Accent

Soft Blue

#F9FAFB

Background

Display/Title

32px - Bold

Subtitle

20px - Regular

Body

16px - Regular

Caption

14px - Regular

Links

12px - Regular

Log In

Log In

Name

Exercise

Frequency

Daily

Learner

Level 3

3 Habits

Current Habits

Final Design + Prototype

Review & Next Steps

What I learned

Early user feedback on streaks shaped the “no-penalty” XP model.

Micro-animations (confetti, badge pops) boosted delight without slowing the flow.

Next Steps

Build an Empty-State screen with a “First Quest” prompt.

Add social sharing so users can celebrate milestones with friends.

Integrate advanced analytics (weekly habits heatmaps) for power users.