Gamification App Mockup

https://embed.figma.com/proto/aQe5XBqY49K8rJWN1aJ8my/Gamifi-Mockup?node-id=0-3&t=CyLSUSSBRQImsJc2-1&embed-host=notion

Gamify mockup Figma screenshot

Gamify mockup Figma screenshot

Problem

Sometimes I find it hard to stay motivated to keep working or continue daily habits and routines. Unlike video games, there may not be any incentives, visible progress, or immediate rewards while working towards our goals.

Solution

Gamifi combines task planning and habit tracking with role-playing aspects by rewarding the completion of real-life tasks with level experience, gold, and items for the user’s in-game character. Players can hold one another accountable for finishing quests through the Expedition Party and read a Daily Summary of their wins. This app aims to encourage productivity and make work fun.

UX Design Method

In developing this gamification app mockup, I went through a user-focused design process; reviewing an existing similar app, Habitica, interviewing ideal users and developing personas, creating a wireframe and user scenarios, designing a prototype, and conducting usability tests.

App Review: Habitica

Name, Genre, History

Habitica is a productivity app and role-playing game founded by Tyler Renelle in 2013, inspired by a need for help with his habits and self-help books, including The Power of Habit by Charles Duhigg, covering habits and productivity. It started as a tiny colour-coded Google Docs spreadsheet that grew too complex and consequently programmed into a website. HabitRPG, as it was initially named, was eventually shared with his friends, and with their encouragement, he introduced this idea to Reddit and other platforms. It brought massive traffic to his site, so he started a Kickstarter campaign to save the servers and build a mobile app for it with new features.

Problem the app attempts to solve

Habitica, designed as a role-playing game for your to-do list, aims to gamify your life by turning real-life tasks into in-game quests that level up and reward a personalized avatar upon successful completion. The app attempts to motivate its users to build productive habits and bring enjoyment to accomplishing goals.

Main Audience

The primary audience for this app that builds on a rewards system appeals to the younger generation who enjoy playing video games and are fans of retro games. The interface reflects that of a 16-bit roleplaying game while wanting help with productivity and organization in the real world.

Core Solution

Habitica improves your habits by playing a game. The core solution of the app is to incentivize tasks by visualizing your progression through an in-game character. The hook is that it makes work fun and rewarding.

App Features

According to Yu-Kai Chou’s gamification framework, the Octalysis, I determined that three of the Eight Core Drives of Gamification incorporated in Habitica make the app successful in encouraging productivity: