APP DESIGN/GAMIFICATION

JUVA

My Role

UX Designer

Tools

Figma

The Challenge

To identify ways to make the JUVA app more engaging, while developing a clear treatment path for users seeking long-term migraine relief.

Goals

During beta testing, it became evident that user engagement was lacking. In response, stakeholders put forward three impactful solutions to enhance overall usability. These included incorporating gamification, providing clear treatment plans, and expanding the content offering, all aimed at enriching the app's impact and improving the user experience.

Gamification: Introduce a captivating reward system to invigorate user engagement and provide alluring incentives for consistent app utilization.

Treatment Plan: Create a structured treatment plan, serving as a clear roadmap to assist users in setting and achieving specific health goals.

Content Expansion: Enrich the app's content repository with fresh meditation modules and freely accessible content, ensuring an engaging user experience.

Explore Gamifying

Our deep dive into gamification revealed its substantial influence on user retention, as it cultivates a rewarding sense of achievement for users committed to their migraine management. Our goal was to harness the power of gamification to amplify the effectiveness of the 12-day treatment plan. To kickstart this endeavor, we studied successful apps that expertly integrate gamification into their apps.

All Badges

Achievement

Goals

Achievement Stats

All Badges

Roadmap

After examining a few app, we found that badges, roadmaps, and achievements were key in creating an app where the engagement and continued use is key to success. Duolingo is arguably one of the most successful apps at creating a habit with their users so that they can continue to practice a new language. Because JUVA is attempting to create a habit in users, we wanted to incorporate those methodologies into our app designs.

Treatment Planning

Our team worked closely with clinicians in the field to create a proper treatment plan that would be translated into a mobile experience. We eventually came to the conclusion that a 12-day treatment plan would best encompass the material that clinicians teach in their in-person treatment sessions. By curating a treatments plan, that clinicians approved, we were able to develop a clear path for users that we believed would have a positive impact on usability, user engagement, and effectiveness.

Today

Treatment Plan

Achievement Stats

We combined gamification with the 12-week treatment plan in a way to inspire users to stay on top of their daily tasks. Earning badges became an enticing reward, and the "Today" section made it simple to see and understand what needed to be done each day. This combination of features was a strong motivator, keeping users consistently engaged in their daily migraine training and leading to long-lasting improvements in their well-being.

Expanding Content

To enhance the app's appeal for users seeking to take their experience to the next level, our team collaborated closely with clinicians to design games and activities that promote meditation and mindfulness. This was a strategic move to significantly enrich the app's value, especially for those not currently enrolled in the 12-week treatment plan. Our primary objective in implementing these enhancements was to not only foster greater user engagement but also to provide enjoyable avenues for practicing migraine management strategies.

Expanded Practice Modules

Game Library

Games

Release Outcome

With the release of our new app version, our primary objective was to onboard as many users as possible onto the 12-week treatment plan, in order to evaluate the impact of our significant changes. Over several months, we meticulously gathered user feedback and collected Key Performance Indicators (KPIs) that undeniably demonstrated a marked increase in user retention and heightened satisfaction. Users expressed their delight in the app's enhanced engagement and newfound clarity. One user even shared, "Now I have a clear and structured path to follow, rather than searching aimlessly for guidance."

The project's improvements, which encompassed the introduction of the 12-week treatment plan, enriched content diversity, and new gamification elements, increased user duration spent in app to about 7 minutes. We also found that users completed on average more activities on the app per day than the previous version of the app.  The transition to this enhanced user experience was seamlessly executed, ensuring that users remained deeply engaged with all the valuable offerings of the app.

Old Release

New Release

Learning

This project is a real testament to the power of gamification, well-structured treatment plans, and enriched content. By infusing just the right amount of change into the app, we've seen a significant boost in app usage, engagement, and overall user satisfaction. What's made this project particularly challenging is the need for clinical trials to truly measure the impact of this app. Ultimately, our company's goal is to have this app recognized as a proven method for managing migraines, one that doctors can confidently prescribe in the future.

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