
PEAKS
Behavior Change App*
Overview
This project meant to me, the discovery of my passion for Behavioral Science.
From several topics within Wellness, I chose "Behavior Change," because there is something about human behavior that intrigues me.
*This project was part of the UX/UI Bootcamp from Ironhack.
Goal
To design an app that helps people build habits, based on what they want to achieve in the long-term.
Challenge
To apply the insights from the research, following these questions: what nudges people to follow a healthy routine? What motivates them? And what makes them see clearer results in an app flow?
Time frame
3 weeks.
Deliverables
◦ Visual Design.
◦ Style Guide.
◦ Prototype.
◦ Web version proposal.
Tools
◦ Miro.
◦ Adobe XD.
◦ Photoshop.
Design process & tools
Double Diamond Model

"Wellness is an active process in which people become aware of, and make decisions toward, a more successful existence."
NATIONAL WELLNESS INSTITUTE
User Research

Behavioral Science & Habits Research


User Persona

User Insights
◦ Pablo has something that he wants to change about himself in mind.
◦ He tends to fail due to a lack of motivation.
◦ His biggest challenges are consistency and adaptation.
◦ Failing one day can make him quit the entire process.
Job Stories

HMW
How could I help Pablo remain engaged and motivated in his process, and prevent him from giving up, in order to achieve his goals?
High-fidelity Wireframes for Desirability Testing

Testing Results
◦ Visuals are friendly and playful.
◦ It does not communicate professionalism.
◦ The user does not understand the progress bar.
◦ Buttons and information text are missunderstood.
Final Proposal

Style Guides
Use of colors and typographies to give a dynamic yet serious look.

UI Elements

Main screens

Home

Your Peaks

Today

Achievements

Motivation Board
Responsive design

Android version

Desktop version

Prototype videos
Registration and Onboarding
App Flow: Ideal State
Next Steps
◦ Test functionality with users.
◦ Test the use of the motivational board.
◦ Add guiding phrases to support the understanding of different parts of the process.
◦ Analyze how far we can limit some functions, for the user to ultimately purchase the paid version.
Learnings
◦ Set a time limit for research.
◦ Once you have the design system, stick to it!
◦ Consider more time for additional testing and iterations.
Resources
◦ Fabulous app
◦ Streaks app
◦ Atomic Habits book, written by James Clear
◦ Payoff book, written by Dan Ariely
◦ Center for Advanced Hindsight
◦ Undraw - Illustrations
Thanks!