





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.