Hearty Haven

Gamifying health and wellness to guide and motivate users in improving their lifestyle.

Role

UX Designer, UX Researcher

Duration

Mar - Jun 2024

Context

Final university capstone

Tools

Figma

🎆 Story Time: "Next Year's Resolution"

Before we continue, let's play a really short game of Never Have I Ever. Put a finger down if these statements apply to you:

1.
Have the resolution to get healthier or exercise more in the new years
2.
Postponed your "get healthier" goals for a few months
3.
Struggled to maintain a healthy lifestyle

If at least one of these applies to you, then don't worry, we're in the same boat as you. A lot of people, especially in the new years, have the goal to live a healthier or a more active lifestyle. Whether it is to improve health, to attain their body goals, or just to feel a bit better about themselves, this goal is pretty common among people of all ages. Starting the journey, isn't exactly the problem, the biggest difficulty is to actually keep going on the journey, or in other words, to maintain the new lifestyle. Gyms and workout classes are usually really crowded in January. In February, you'd start to notice that there's less people coming. By March, it looks like half of the earth's population has been snapped out of existence.

It is very difficult to maintain a high motivation during the process of building a new habit. In fact, it takes an average of 66 days to build a habit. We want to provide a solution that users can use to maintain their motivation and find healthy living easier. Over the course of three months, we conducted research on the topic and developed a solution that we find to be effective in solving the problem regarding lack of motivation.

🫠 Ammotivation Problem

Motivation means "the general desire or willingness of someone to do something" while ammotivation is a word that is used to describe the opposite of motivation. Below, we have created a chart called the Cycle of Ammotivation to illustrate how motivation works hand-in-hand with the habit building process.

📚 Our Approach + Research

How can we make healthy living fun? How can we build motivation and discipline for people? After pondering about these questions, we decided to incorporate gamification into our solution. We conducted a literature research with 25 peer-reviewed articles regarding gaming, wellness, and motivation. Below are three interesting facts that we've gathered from our research.

1.
A research done in Australia shows that gamified wellness apps improve physical activity
2.
Instructional gaming has been proven to significantly improve motivation
3.
Research shows that even older adults (ages 65-75) feel more motivated to exercise when using gamified applications

🎮 Our "Selling Point"

"That's cool and all, but exercise and wellness apps already exist." That is true! There are a lot of credible applications out there that helps their users improve their health. Even a number of them have started to incorporate gamification elements such as points and benefits. However, what makes our solution different is because we are not creating a wellness application with gamified features, but we are creating a game application that is centered around health and wellness.

🎨 Our Creative Process

Our goal when it comes to the design of the application is for it to be relaxing to the eyes while still being intuitive. We want to minimize the need for users to click on too many buttons just to get to a page, so we made sure to eliminate unnecessary pages and kept the layout minimalistic by eliminating unnecessary buttons.

#98D4F3

This shade of blue is calming yet vibrant, making it ideal for a game environment where users can feel both relaxed and engaged.

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This ivory tone helps to maintain a light and airy feel throughout the app, adding a soft and clean foundation that enhances readability and provides a gentle contrast to the other colors.

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This red is used to highlight key interactive elements, it creates a dynamic and visually appealing contrast that draws attention without overwhelming the user.

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The green is used to evoke a feeling of calm and stability, making it an ideal choice for background elements which are heavily incorporated in the game.

🗝️ Our Key Features

After a lot of research, conceptualization, and sketching, we came up with Hearty Haven, a relaxing world-building game where players earn in-game currency through completing wellness related tasks. It provides its users with personalized guidelines and goals for people with different health conditions and health goals. So, whether a user's goal is to lose weight, exercise more, or to eat more healthily, the application can cater to everyone.

Homepage

Users will be able to see their monthly account summary and account notifications in this page. We display the four main information that the user needs as a starting point for their next task.

Daily and Weekly Goals

We separate user goals into daily and weekly goals. Weekly goals offer better rewards but are more difficult to achieve. Completing daily goals gives users coin currencies while weekly goals give users diamonds, which can be redeemed for rare items.

Marketplace

Marketplace is the page where users can level-up existing buildings or purchase new buildings and decorations for their world.

Health Survey

During account creation, players will be required to fill in a brief health survey. Over time, the game would ask the players to retake the survey. This helps the app update the goals so they are personalized to the players' needs.

💬 Frequently Asked Questions

To address important questions regarding the product and future steps, we have compiled the questions below:

What are the next steps for this project?
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Will the solution be available on other platforms?
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Are you thinking of adding new features?
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