Habit Building App

40 a Day —
Gamifying Wellbeing.

A personal project born out of my own struggle with consistency. 40 a Day helps users spend 40 minutes each morning exercising, meditating and planning — turning wellbeing into a daily habit through gamification and behavioural psychology.

My Role
UX Designer · UX Researcher · UI Designer
Tools
Adobe XD · Miro · Usability Hub
Timeline
Six Months
Duration
Nov 2020 – May 2021
40 a Day app mock-up hero
The Problem

How can we help people stay on top of their wellbeing in an era of digital distractions?

Burnout and lack of self-care are increasingly common. The solution needed to tackle the challenge of building lasting habits from three levels — drawing on two psychological frameworks.

BJ Fogg's Behavioural Model

BJ Fogg's Behavioural Model

Three Keys to Success

The Three Keys to Success

The perfect balance of all three elements — Aspiration, Inspiration and Motivation — could set users up for the success of building everlasting habits.

The Solution

Three features. One 40-minute morning routine.

The app has three features, each mapped to one of the psychological pillars.

1
Aspiration — daily exercise, meditation & planning

The core feature recommends exercise and meditation videos with fresh content available every day. Users don't need to spend time searching — they just get on with their routine.

Homescreen with daily activities

Home screen — three daily activities ready to go

2
Inspiration — recommended daily content

Engaging content is recommended daily — success stories, scientific research, how-to tutorials — in formats including blogs, videos and audio, based on user preferences.

Inspiration content recommendation

Daily content recommendation — personalised to user preferences

3
Motivation — grow a plant

The motivation mechanic evolved through testing. The final solution: a virtual plant that grows a little every time the three daily activities are completed, motivating users to return each day.

Grow a plant motivation screen

Grow a plant — virtual reward that compounds with daily consistency

1 / Empathise

Problem statement, competitor analysis + user interviews

Problem Statement

Our health conscious users need a way to build healthy habits with regards to food, exercise and wellbeing — because they lack the motivation and time to follow a consistent schedule everyday.

Competitor analysis — Productive + Headspace

I analysed two apps: Productive (a habit tracking app) and Headspace (a meditation app), examining their market positioning, content strategy and UX approach.

Productive competitor market profile

Productive — market profile

Productive content strategy

Productive — content strategy

Headspace market profile

Headspace — market profile

Headspace content strategy

Headspace — content strategy

1
There are many habit tracking apps — the market is crowded. Differentiation through quality content and UX is critical.
2
The pandemic context raised stress levels significantly. The right content at the right time is highly relevant.
3
Apps with superior UI are consistently most popular in the App Store — design quality is a competitive advantage.

User interviews — 15 surveys + 3 in-person

Results were analysed using empathy maps to understand mental models, pain points, goals and frustrations.

Empathy map 1

Empathy map — participant 1

Empathy map 2

Empathy map — participant 2

1
Exercising regularly is one of the most challenging habits users are trying to adopt.
2
Some form of learning — books, videos, expert advice, articles — is usually required to build a habit.
3
Bite-sized content is the most effective format for educating and maintaining focused attention.
2 / Define

Persona, user journey + user flow

Persona — Ella
Ella, 33
Java Programmer

Ella has just started a new role she enjoys, but long hours and a 40-minute commute have left her with no time to take care of herself.

"I need to find a way to get my energy back without adding more to my plate."
Frustrations
Finds no time or motivation to exercise
Knows she needs to eat healthy but lacks the skills and time to cook
Picks up takeaway food on her way home, especially in winter
Goals
Start exercising to get her energy levels up — her immediate priority
Learn to cook her favourite meals at home
Find a good online instructor or useful resources to get started
User journey map

User journey map — Ella's experience across touchpoints

User flow for Ella

User flow — primary persona Ella

Four mini problems to solve

1
I don't feel like exercising or meditating right now.
2
How do I keep doing this when it gets boring?
3
How do I start and maintain a habit?
4
I have no time to look for exercise routines.
3 / Ideate

Low fidelity wireframes

Wireframes mapped out the core screens and navigation structure before moving into high fidelity.

Low fidelity wireframes

Lo-fi wireframes — all core screens mapped before moving to high fidelity

4 / Prototype

High fidelity wireframes — three features

Feature 1 — Aspiration

Three daily activities — exercise, meditation and planning the day. Fresh content available every morning, no searching required.

Feature 1 — exercise and meditation screens

Exercise, meditation and planning — the core daily loop

Feature 2 — Inspiration

Exclusive recommended content delivered daily, tailored to preferences — success stories, tutorials, scientific research, in blog, video or audio format.

Feature 2 — content inspiration screens

Inspirational content — personalised daily recommendations

Feature 3 — Motivation (initial concept)

The initial motivation concept involved performing challenges with friends to create a social streak. This was later iterated based on usability testing feedback.

Feature 3 — challenge screens

Challenge screens — initial motivation concept (iterated after testing)

Design system cover
Design System

Full design system including colours, typography, components and patterns.

View in Adobe XD →
5 / Test

Usability testing — 6 participants over Zoom

Tests were conducted remotely over Zoom with six participants matching the end user demographics. Results were organised using affinity maps and a rainbow spreadsheet.

1
Uncover usability issues
2
Test the learnability of the app
3
Assess if users can access all core features
4
Determine if users will want to return after interacting with it
Affinity map — observations and feelings

Observations + feelings affinity map

Rainbow spreadsheet

Rainbow spreadsheet — results by participant

6 / Iterations

Three key issues, three design decisions

Issue 1 — Onboarding
Most participants didn't understand the concept of the app from onboarding. The solution was to tell a story — really getting across the "40 a day" concept through a narrative-driven onboarding flow.
Onboarding flow iteration

Updated onboarding — narrative-driven to communicate the 40-minute concept clearly

Issue 2 — Video selection
4 out of 5 participants didn't know they could change the recommended exercise and meditation videos. Needed a more visual, intuitive way to surface this interaction.
Selection screens — before

Before — video selection was not discoverable

Choose your workout — after

After — choose your workout is now visually prominent and intuitive

Issue 3 — Motivation mechanic
80% of participants didn't know the challenge feature existed. 90% couldn't find it. And almost 90% said they wouldn't actually use friend challenges through the app. The whole mechanic needed rethinking.
Grow a plant — motivation redesign

New motivation mechanic — grow a virtual plant by completing the three daily activities

7 / Final Prototype

The complete product

Feature 1 — exercise, meditation and planning

Feature 1 — exercise, meditation and planning the day (40 minutes)

Feature 2 — daily content inspiration

Feature 2 — daily recommended content based on preferences

Feature 3 — grow a plant

Feature 3 — the plant grows when all three activities are completed for the day

Other screens

Welcome page

Welcome page

Login page

Login page

Set preferences

Set preferences page

Homescreen

Homescreen — user logs in

Statistics page

Statistics page

Accessibility options

Accessibility screen options

Content inspiration page

Content / inspiration page

Plan your day screen

Plan your day screen

Learnings

What six months of solo design thinking taught me

🧠
The structured design thinking process makes it easier to be creative in finding solutions — constraint breeds clarity.
🔄
When a core feature didn't land in testing, I didn't need to restart the entire process — the research phase had already surfaced alternative directions.
🎯
The Empathise phase gave multiple directions for Aspiration, Inspiration and Motivation. When one solution failed, I could return to the research and pick up another thread.
👥
Taking solutions to users early — before investing heavily in one direction — makes iterations faster, cheaper and less emotionally costly.
Skills & Methods
UX ResearchCompetitor AnalysisUser InterviewsEmpathy MappingPersona DevelopmentUser Journey MappingUser FlowWireframingPrototypingUsability TestingAffinity MappingDesign SystemsGamificationBehavioural PsychologyAdobe XDMiroUsability Hub