Case Studies


3 min read

Habit tracker app with a bunch of science under the hood

Just imagine, you had a habit tracker app concept that might significantly change other people's lives, not just stakeholders' pockets. Why so? 2 things: methodology helps to add a new habit by using triggers etc., consistent portions of information so users don't forget and become more conscious of making everyday solutions without a serious commitment. Furthermore, a strong product team tested their hypothesis and engaged experts, so they make sure they're not just doing this app for themselves.

Our move

The only problem was that the in-house designer didn’t have much UI or mobile experience. Covering for that role started to bleed resources from the product team, delaying delivery on their end. We were invited to consult in order to keep the product team from spending their expensive time.


Engage consultants is quite the task: they work with hourly rates (time & material) do not guarantee specific results. Real quick: short and regular calls are way more effective than long ones when we see only results. Not just theory, our own experience.

So after a few long calls, we organized 30 min everyday calls that lasted for 2 weeks. Fortunately, no one was hurt. Interesting fact: we tested 3 types of visual concepts on users, and they choose not the one we choose (surprise surprise)

We reworked all of the screens of the app from a UX and UI perspective. (550 screens, 85 of which was unique) Types of changes: a)major and b)seem unnecessary.

First type of changes – major

Major is obvious: make the design more standard and native – following guides are crucial for mobile app design:

• Paywall and onboarding (a few options were tested by the product team)
• Data structure for the main screen in the app – dashboard (always keep in mind this screen so we don’t miss an ability to make it better)
• UX fixes for the most important use cases – timer
• Navigation through the app – we don’t blindly follow guides, in some cases burger menu is more suitable than bottom navigation.
• Data structure for additional features – analytics

Second type of changes – seem unnecessary

Seem unnecessary is way more interesting, many invisible changes become super visible and create a good look 'n' feel:

• Communicational design – how to motivate users to read Stories
• Colors
• Margins
• Typography
• Icons and other visual elements
• Easter Eggs – the picture in the background gradually results while you play the level, etc.

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