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UX Research & Product Design

Gamifying
Sustainability

A habit-tracking app designed and tested as my capstone project

Role
UX Researcher, UI Designer, Developer
Focus
Habit-tracking & gamification
Methods
Literature review, usability testing, UES survey
Outcome
90% satisfaction across 30 participants
The Problem

Why do sustainable habits rarely stick?

Most people who want to live more sustainably already know what they should be doing. The main issue is that habits rarely stick. The habit-tracking apps I looked at were passive: log your habits, see a number go up. No feedback loop, no pull to come back tomorrow.

This project asked a specific question: can gamification facilitate habit formation? Not just make the app more fun, but meaningfully improve engagement and long-term habit adherence.

Gamification

Utilizing game elements in non-game contexts to drive user engagement and motivation.

Traditional habit-tracking struggles with long-term adherence due to a lack of engagement. (Nguyen, 2020)

Research Scope

Three lenses: features, habits, and experience

Before designing anything, I scoped the research around three core questions: what gamification features actually drive engagement, how habit-tracking mechanisms support sustainable behaviour, and what UX principles would make the app genuinely easy and pleasant to use.

Research scope slide
Methodology

Three phases, start to finish

The project ran in three phases: first understand what the research already knew about gamification and habit tracking, then design and prototype Grabits based on those foundations, then test it with real users and refine.

01

Analyse & Plan

Reviewed academic papers and existing apps related to gamification and habit tracking to identify gaps and define the scope of the study.

02

Design & Develop

Designed a user-friendly habit-tracking app incorporating gamification elements, selected the most motivating features, and built working prototypes.

03

Evaluate

Assessed ease of use and overall experience, identified areas for improvement, and refined the application based on real user feedback and data.

Early Findings

What the literature showed me

The literature pointed clearly at which gamification elements actually work and which conditions make them fall flat (limited resources, time constraints). A preliminary survey with early users backed this up: badges, and social features rated highest for engagement.

Study 01

Rewards, Points, Badges, Vouchers, Tangible Rewards, Leaderboards, Challenges, and Avatars.

Yoshida-Montezuma, Ahmed & Ezezika, 2020
Study 02

Rewards, Metrics for User Comparisons, Limited Resources, and Time Constraints.

Rankainen, 2023
Study 03

Badges, Leaderboards, and Scores.

Aguilar-Castillo, Rejandro-Tell & Perez-Jimenez, 2023
Study 04

Points, Badges, Achievements, Leaderboards, Competition, Cooperation, and Intrinsic motivation.

Lindgren, 2020
Preliminary survey findings slide
Design — First Iteration

Meet Grabits!

The first version of Grabits focused on getting the core habit-tracking loop right: a daily checklist of sustainable habits across categories, an overall progress view, and an early badge system to reward consistency. The interface was evaluated against Nielsen's usability heuristics, particularly visibility of system status, aesthetic and minimalist design, and help & documentation.

First iteration screens
Usability Testing

A small, focused test revealed big opportunities

The first iteration was tested with 10 UIUX students at Sunway University using the System Usability Scale. Overall satisfaction was high, but two gaps stood out clearly enough to drive the second iteration.

What people liked

  • Design and interface
  • Users felt the minimalist style was user-friendly
  • Overall satisfaction was high, but room to improve

What needed work

  • Forgot password functionality was missing
  • Areas for improvement in functionality and engagement
Design — Second Iteration

Closing the gaps, raising the stakes

Based directly on usability test feedback, the second iteration added a "forgot password" flow, redesigned the home page to better meet usability heuristics, and introduced two new gamification mechanics: a daily streak tracker and a social sharing feature to push engagement further.

Second iteration improvements slide
Results

The final verdict

The final version was evaluated with 30 participants using the User Engagement Scale (UES). The numbers confirmed the hypothesis!

50%
Daily Usage
90%
Satisfaction
67%
Felt More Motivated

30 participants · evaluated using the User Engagement Scale (UES)