Habit Slayer

No more half measures: A habit tracker with teeth

Overview

Challenge Beats Comfort

Last year, my friend and I agreed to download the same habit tracker and keep each other accountable. However, I soon discovered that these apps did not push me to complete as many goals as possible, and the most I stood to lose was a “streak.”

Sometimes, real transformation isn't Animal Crossing, it's Dark Souls. You need to get good and rise to the challenge.

I conceptualized Habit Slayer for those seeking a challenge. While I feared a tougher app might deter users, I discovered a passionate audience eager for something that pushes them harder.

The home tab of the Habit Slayer app, showing all undone habits.
The home tab of the Habit Slayer app, showing all undone habits.
The home tab of the Habit Slayer app, showing all undone habits.

Habit Slayer's home screen.

Problem

Most habit trackers reward users for minimal progress and enable incomplete days to go unnoticed, which can lead to inconsistent habit formation.

Goal

Designing an app that motivates users to strive for higher completion rates by setting a threshold for rewards to encourage accountability and consistency.

discover

Research

Background Research

I researched the potential effects of a more unforgiving habit tracker. Initially, I considered a “souls-like” habit tracker, which meant users would lose all experience points (XP) for failing a day but could regain them by completing most habits the next day. This was scrapped because the background research revealed that it would not only disengage users, but it wasn’t effective for building consistent habits. A better version of the concept was developed instead.

Interviews

I interviewed three people:

Erico, a gamer with ADHD who struggles with consistency.

Julia, a freelancer who struggles with structure because she works from home on her own schedule.

Diego, who spends way too much time “decompressing” after work, and not enough time working towards his goals.

A screenshot of the Zoom meeting where an interview was conducted.
A screenshot of the Zoom meeting where an interview was conducted.

Image used with consent from the interviewee.

What they said

“I need something that pushes me to actually follow through, not just pat me on the back for trying.”

“Accomplishing epic things takes doing a lot of little, boring things. I wish all the things felt cool and epic.”

“I try to keep myself accountable by taking on habits with a group of friends.”

“Maybe if my habits felt like part of a game, I think I’d actually stick with them longer.”

Key Insights

Users feel that existing habit trackers are too forgiving, which diminishes their sense of accomplishment and motivation.

Many users expressed interest in turning habit tracking into a game, where they can feel like they’re “leveling up” in life.

The idea of completing quests with friends resonated strongly, suggesting that social features could drive engagement.

Key Insights

Users feel that existing habit trackers are too forgiving, which diminishes their sense of accomplishment and motivation.

Many users expressed interest in turning habit tracking into a game, where they can feel like they’re “leveling up” in life.

The idea of completing quests with friends resonated strongly, suggesting that social features could drive engagement.

Research-Based Personas

I created two user personas based on the interviews and data collected from the background research.

Stephan Rivers

“I love challenging myself. Life is a lot more fun when it feels like a video game.”

Stephan is a college student who struggles to maintain a routine because so much of life feels mundane. He procrastinates by playing video games and wishes real life could be as exciting as an epic adventure.

Goals

Stay on top of school work and other responsibilities.

To maintain motivation by making daily tasks less of a chore.

Use a fun, gamified system to track his progress.

Frustrations

Struggles to stay consistent and often procrastinates.

Finds traditional habit-tracking apps boring.

Overwhelmed by juggling school, chores, and hobbies.

Alexa Thompson

“Being congratulated for checking off a few habits in the morning, despite rotting in bed the rest of the day, feels silly.”

Alexa is a self-help junkie to spends half her day listening to podcasts on how to be better. But despite that, she struggles to keep herself accountable. Alexa wants a system that rewards long-term progress and has a social component.

Goals

Get rewarded for true achievements.

Keep herself and her friends accountable.

Finding a fun way to measure self-imnprovement

Frustrations

Apps that lack meaningful rewards for completing tasks.

Apps that reward half-hearted efforts.

Interfaces that look too serious and uninspiring.

Stephan Rivers

“I love challenging myself. Life is a lot more fun when it feels like a game.”

Stephan is a college student who struggles to maintain a routine because so much of life feels mundane. He procrastinates by playing video games and wishes real life could be as exciting as an epic adventure.

Goals

Stay on top of school work and other responsibilities.

To maintain motivation by making daily tasks less of a chore.

Use a fun, gamified system to track his progress.

Frustrations

Struggles to stay consistent and often procrastinates.

Finds traditional habit-tracking apps boring.

Overwhelmed by juggling school, chores, and hobbies.

Alexa Thompson

“Being congratulated for checking off a few habits in the morning, despite rotting in bed the rest of the day, feels silly.”

Alexa is a self-help junkie to spends half her day listening to podcasts on how to be better. But despite that, she struggles to keep herself accountable. Alexa wants a system that rewards long-term progress and has a social component.

Goals

Get rewarded for true achievements.

Keep herself and her friends accountable.

Finding a fun way to measure self-imnprovement

Frustrations

Apps that lack meaningful rewards for completing tasks.

Apps that reward half-hearted efforts.

Interfaces that look too serious and uninspiring.

Scoping out the competition

I researched similar apps and created a competitive matrix to understand the current market landscape.

Direct

Indirect

Direct

Indirect

Opportunities For Differentiation

Stricter Reward System

Users must complete a set percentage of goals to earn rewards, promoting higher completion rates.

Incremental Rewards

Partial rewards at 33% and 66%, plus full rewards at level completion, keeps users motivated all day.

Clan Quests

Group quests with friends add a social dimension that neither Finch nor Habit Hunter fully addresses.

defining

Conceptualzing

Brainstorming

A wide range of ideas were considered before narrowing down to the most impactful and feasible concepts.

The original scope was too large. It involved exploring an open world, raids, and ranked competition. The latter was scrapped because cheating by marking goals as completed was too easy.

After considering what would serve my users best, I laid out a unique value proposition that addressed my persona’s needs and frustrations.

Value Proposition

Real-world goals are framed as RPG quests for users to complete daily.

Users earn experience points (XP) for completed goals, and level up at user-set thresholds (50-100% completion)

Users must complete a set percentage of goals to earn rewards, driving higher achievement.

Users can join friends on team quests for shared motivation and accountability.

User Flows

I created task flows and user flows, the actions the user will take. Here are a few:

High Level Onboarding

High-level user flow for the onboarding process.

User flow for onboarding.
User flow for onboarding.
User flow for onboarding.

Mark Habit as Done Task Flow

Task flow for marking a habit as done and therefore being rewarded with currency.

Task flow for marking a habit as done.
Task flow for marking a habit as done.
Task flow for marking a habit as done.

Buy Equipment Task Flow

Users can use the currency they gain by completing habits to buy equipment.

Task flow for buying equipment.
Task flow for buying equipment.
Task flow for buying equipment.

develop

Designing the App

The Interface

I started with crude paper wireframes to brainstorm what the app would look like and get a feel for it. Then I drew them in Figma.

Annotated wireframes explaining the app's features.
Annotated wireframes explaining the app's features.

Testing

First Round of Testing

Once I had low-fidelity prototypes ready, I conducted one moderated and three unmoderated usability tests. Participants were tasked with completing the onboarding process, and then interviewed on their knowledge of how the leveling system worked. Since this is the core mechanic behind the gamification of the app and the main differentiator from the competition, users needed to understand exactly how it worked. After that, users were tasked with creating a new habit from the home screen. Once the tests were done, I collected the data and used affinity diagrams to synthesize a few observations:

4/4 found it easy to the app.

4/4 were able to create a new habit from the home screen.

3/4 understood that they gain XP when they complete a goal / slay a monster.

4/4 were confused during the onboarding.

1/4 understood how difficulty affected the amount of XP needed to level up.

1/4 were confident when explaining how the app worked.

Second and Third Round of Testing

After the first round of testing, it was clear that my approach to onboarding failed. Not only was it too long, but a colleague and tester who works in a related field advised that users don’t like to read onboarding, so I made the process shorter and simpler. I saved the details for after users were already using the app, added a progress bar, and made improvements to the copywriting. The final round of testing validated my new approach and showed that 3/3 testers understood the leveling system.

Comparison showing the simplified onboarding flow after the first round of user testing.
Comparison showing the simplified onboarding flow after the first round of user testing.

The onboarding was shortened, and the copywriting improved, resulting in better feedback in the last round of testing.

The Glow Up

Gallery of all final screens from the Habit Slayer's interface.
Gallery of all final screens from the Habit Slayer's interface.

Visual Choices

Color

I challenged myself to design an app that made bold use of color. I chose a vibrant color palette to inject fresh energy while preserving the fantasy atmosphere.

The store and equipment pages feature a distinct color palette to create a sense of “place,” making it feel like the player has stepped into a different location compared to the “home” environment of the home and quests screens.

Softer tones were chosen to reduce cognitive load and enhance visual contrast, especially on content-dense screens, while adhering to APCA accessibility standards.

Typography

Headings are set in Lora, an elegant font with storybook charm. It’s perfect for conveying medieval fantasy themes while remaining modern and relatable.

This is offset with Nunito Sans, a clean and readable font. Its rounded, friendly shape pairs well with the softer features of Lora, creating a balance.

Design System

Components feature curved edges and subtle button shadows, creating a friendly, approachable interface while making interactive elements easily recognizable.

The layout is structured around a 16px-based spacing scale, with values adjusted by multiplying or dividing by 0.5 for flexibility.

A design system ensures components and styles are consistent across the app and keeps track of variants. Auto-layout was used where appropriate.

Iconography

Fun and friendly vector-like icons were chosen for prominent icons. They bring a modern touch while keeping things simple and easy to spot.

For secondary icons, I used Font Awesome. They complement the primary icons while maintaining visual hierarchy with their simpler, monochromatic style.

Illustrations

It was tempting to make it look like old-school RPGs by using pixel art graphics. However, vector illustrations were chosen as they provide flexibility, scalability, and a polished look that aligns well with the app’s design goals.

It also sets it apart from competitors who opted for pixel art graphics.

Montage showing parts of the design system.
Montage showing parts of the design system.

deliver

High-Fi Prototypes

(Press the arrows on the top right corner to see it in full screen.)

App Navigation

Onboarding

Takeaways

Impact

Created a scalable design system.

Generated 12 screens to create a prototype on Figma.

Created several interrelated systems that has the potential to help people form better habits.

Vision for the Future

More customization options such as. building a homestead, or a guild hall with clan mates.

Visualizing monthly challenges as a journey in which the player moves through different parts of a fantasy world to simulate a journey.

Rewarding users with collectible badges for completing streaks, leveling up, or accomplishing specific milestones to boost engagement.

Key Insights

The Importance of Listening to Users

Through research and testing, I learned the importance of engaging with users to understand their needs and frustrations. Testing allowed me to validate my ideas early, ensuring the app would address pain points and provide meaningful solutions.

Balancing Challenge and Accessibility

Designing an app that pushes users while still being flexible and approachable is crucial in striking a balance between accountability and adaptability.

Iterative Ideation is Sometimes Messy but Necessary

The brainstorming and ideation process wasn’t linear, and that’s okay. It taught me that creativity often involves exploring multiple paths, refining ideas, and embracing uncertainty to arrive at the best solution.

Icons by Flaticon.

Let's work together.

ri-moreira@outlook.com

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Let's work together.

ri-moreira@outlook.com

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