Case study · Well · April – June 2022
In-App Challenges
Researching and developing the first MVP for in-app challenges — driving engagement across a broad, beautifully ambiguous audience.
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Role
Research · UX/UI
Timeline
April – June 2022
Team
Andrew Schwint · Colleen Curtis · Bernie Smigel
Tools
Figma · Jira
The Problem
How do we drive engagement with users to interact with app features?
Well was already running challenges through email marketing. The ask seemed straightforward: bring those challenges into the app. But the more I dug in, the more complex it became. The first obstacle was understanding who we were actually designing for. I went in expecting a defined persona — and hit a wall immediately.
Well doesn't have one specific audience. It's for everyone.
Design Director
That reframe changed everything. Instead of designing for a single user type, I needed to build something flexible enough to engage most users regardless of background, motivation, or comfort with technology.
Requirements
- Establish baseline metrics for challenge participation
- Define intended KPI lifts in challenge participation
- Define a Well point-of-view for what a challenges experience should be
- Define and/or fortify the audiences
- Define requisite user journeys and user flows
- Provide design artifacts to deliver proof of concept
Research
So how do people build habits?
Habits = Challenges
Before designing anything, I wanted to understand the psychology behind habit formation. The insight that unlocked my approach: habits and challenges follow the same four-stage loop. If I could design for how habits actually form, I could design challenges that stick. This led me to research gamer psychology — specifically the HEXAD framework developed by Andrzej Marczewski, which categorizes users by what motivates them. I identified five types relevant to Well, organized around a core tension: extrinsic users (motivated by rewards) vs. intrinsic users (motivated by personal growth). The goal of the challenges system would be to convert extrinsic users into intrinsic ones over time.
Habit formation framework
HEXAD User Types
Ideation
Weeding through the ambiguous problem
Given the breadth of Well's audience, traditional personas would exclude too many users. Instead, I introduced levers — stackable personality traits that could be applied in combination to represent any user. I led the design team through a series of workshops where we mapped user stories for each lever, color-coding them red/yellow/green to identify where Well was underserving users and where challenges could create the most impact.
Challenges user stories workshop
Presenting to Stakeholders
I synthesized the research into a stakeholder presentation covering two levers in depth, including user journey maps across five stages: awareness, evaluation, adoption, engagement, and loyalty. The presentation included clear conclusions on current gaps and specific recommendations for how challenges could address them — along with next steps for designers and PMs.
Separating the User Flows
After incorporating stakeholder feedback, the project split into two distinct tracks:
Challenges flow diagram
Offers flow diagram
Design
The beginning machinations of a challenges system
Rewarding both intrinsic and extrinsic users.
With research and flows validated, I moved into design — working within the constraints of Well's existing component library and technical capabilities to create something shippable. Challenges surface under an 'In Progress' state and expand into a dedicated screen showing enrollment status, dates, reward tracking, and instructions.
I delivered a mix of lo-fi and hi-fi wireframes, giving the team enough fidelity to understand the concept and enough flexibility to iterate.
Lo-fi and hi-fi wireframes — 3 screens
Future States
Suggestions left for the team
Since co-op was ending, I wasn't able to iterate on the MVP or see it developed. I left insight from my research and process for the team to consider moving forward.
Ability for members to view progress with a clickable details and in-progress screen within each challenge
Easy way to find new, track active, and review past experiences via a cohesive discovery page
Activating intrinsic social experiences — group challenges with leaderboards
Opt-in individual challenges geared towards health and wellness goals
Expanded reward types beyond points — badges, levels, and exclusive unlocks
I left Well at the end of my co-op with a full research report, validated user flows, production-ready wireframes, and a documented future state roadmap — giving the team a clear path forward. The experience of taking a years-old idea from ambiguous brief to shippable MVP in a single term taught me that the most valuable thing a designer can do early in a project isn't to design at all — it's to ask the right questions until the problem is actually clear.