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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?

The Start

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

Extrinsic · motivated by rewards

Consumer

Will do what is needed to get rewards.

Self-Seeker

Helps others purely to get rewards and visible status from the system.

Intrinsic · personally motivated

Socializer

Wants to interact and connect with others.

Achiever

Motivated by mastery — looking to learn new things and improve themselves.

Networker

Looking for useful contacts that they can gain from.

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.

AgeLocationSocioeconomic StatusJobChronic IllnessEngagementComfort with TechnologyExtrinsic/IntrinsicAchiever/SocializerMotivationsComfort sharing personal info

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:

Track A

Challenges

Ongoing engagement mechanics to increase overall app adoption.

Track B

Offers

Targeted incentives tied to specific KPIs — may not impact overall adoption.

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.

Key decision

Rewards show "ready to claim" throughout — not just at the end

Extrinsic users need visible proof the system is working. Making points visible throughout kept the reward loop active even before intrinsic motivation kicked in.

The outcome

Constraint pushed toward clearer hierarchy

Rather than relying on complex interactions, the constraint pushed me toward stronger information hierarchy — making the design more accessible, not less.

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.

01

Ability for members to view progress with a clickable details and in-progress screen within each challenge

02

Easy way to find new, track active, and review past experiences via a cohesive discovery page

03

Activating intrinsic social experiences — group challenges with leaderboards

04

Opt-in individual challenges geared towards health and wellness goals

05

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.

Skills & Tools
UX ResearchGamification DesignJourney MappingStakeholder PresentationsWorkshop FacilitationWireframingFigmaJira