Designing a habit-forming fitness app by incorporating a reward system

Overview

Reward system + Visual design + Usability
A habit-forming product designed to help users achieve their health and fitness goals efficiently by incorporating the 21-day habit-forming rule and a reward system based on the hook model. By performing an in-depth usability test, iterative improvements were made to enhance the overall user experience of the app.
Role
UX Designer
Storyboard, scoping, user flow, wireframing, branding, prototyping, usability testing
Timeline
Aug 2022 - Dec 2022
Tools
Figma, Miro, Adobe suite
Problem
- Lack of consistency in exercising
- Reduction of motivation over time
- Increasing illness and other health issues
- Dependency on the coach or fitness partner to head to the gym
How might we help people stay consistent with their workouts?
Solution
Implementation of 'Behavioral psychology principles’
- 21days habit forming rule
- Hook model

Creating 'Positive reinforcement' through a reward system
- Intrinsic reward
- Extrinsic reward
View Prototype

Usability test

3 users, 4 tasks each
Round 1
58.33%
Success rate
51.65%
Ease score
52.4%
Confidence score
Round 2
92.5%
Success rate
93.22%
Ease score
90.6%
Confidence score
Design Process

5 planes of UX

Ideation: Accelerator cards
Ideation: Features
Story boarding
Scoping: MoSCoW method
Userflow
Wireframe
Style guide
Prototype
Usability testing
Ideation: Accelerator cards
Ideation: Features
Story boarding
Scoping: MoSCoW method
Userflow
Wireframe
Style guide
Prototype
Usability testing

Project highlights

Hooked - by Nir Eyal

Implementation of the book

“Hooked”is a fantastic book by Nir Eyal that explains the four-step process built onthe basic principles of behavioral psychology for creating habit-forming products. It starts with external and internal triggers that prompt users to take action. The action is made simple, and the reward is variable, creating a craving for more. Finally, the sense of investment in the product keeps users coming back and forming habits.
Strategy

Creating a reward system

The reward system was implemented in the form of a user flow to get a clear understanding, which would aid in creating the screens.
REWARD OF THE HUNT (EXTRINSIC)
How does a free pizza sound for a cheat meal? Awesome, right?

By tapping into reward of the hunt, I aimed to sustain the user's workout motivation throughout 21 days. The goal was establishing a habit-forming routine aligned with the recognized 21-day behavioral principle.
Win reward points and redeem

-   Complete workouts
-   Gain rewards points
-   Multiply with consistency
-   Redeem for vouchers, gift cards or shop online
Win a cheat meal with streak

-   Maintain streak for 21-days
-   Win a cheat meal
-   Get it delivered whenever, wherever from partner stores
REWARD OF THE SELF (INTRINSIC)
- Consistency in working out
- Achieving workout goals
REWARD OF THE TRIBE (INTRINSIC)
- Sharing achievements on social media
Visual Design

Creating a style guide

Wireframe
Prototype
Usability test

Testing and iterating

A thorough usability test was conducted by creating tasks and keeping track of the success, ease, and confidence of the users while performing each task. Additionally, the user feedback was noted down with color-coded sticky notes right on the screenshot that helped to act on by prioritizing.

Round 1

3 users, 4 tasks each
Outcome
58.33%
Success rate
51.65%
Ease score
52.4%
Confidence score
Iteration

Changes implemented

Home screen
Before
After
Results screen
Before
After
Streak complete
Before
After

Round 2

3 users, 4 tasks each
Outcome
92.5%
Success rate
93.22%
Ease score
90.6%
Confidence score