2023

Mindful
Retention

Mindful
Retention

Redesigning Personal Zen, to improve
first session retention.

My Role

Product Designer (UX/UI, Research)

Scope

Focused on improving first-session retention by refining the core gameplay loop and introducing lightweight feedback to reinforce progress.

Team Product, CEO

Year 2023-2024
Duration 6 months

Team Product, CEO

Year 2023-2024
Duration 6 months

Personal Zen helps people manage stress and anxiety through short, science-based interactive exercises, a proven method that helps people break negative thought patterns and build healthier ones.

Gameplay Overview

After completing a brief anxiety disorder survey, users enter 3–5
minute play sessions, tracing paths left by positive sprites while avoiding negative ones and earning medallions along the way.

The Problem

The Problem

Despite a strong therapeutic foundation, many users dropped off after their first session, suggesting the app wasn't clearly communicating its value early enough to motivate return. App Store reviews flagged the gameplay as repetitive, and many users never reached the app's full therapeutic benefit.

How might we strengthen first-session engagement and motivate return without compromising the app’s calming, therapeutic foundation?

The Solution

The Solution

Internal data pointed to two areas of early drop-off for the app: onboarding and the core gameplay experience. With that, I set out to understand where users were losing momentum and why.

First-Time

Experience

First-Time

Experience

To understand where users were losing momentum, I mapped the first-time experience from onboarding to gameplay.

Two friction points stood out:

Two friction points stood out:

  • A six-step onboarding added friction before gameplay

  • Instruction-heavy prompts required excessive reading before interaction

Onboarding copy required users to read multiple instructional messages before gameplay.

Onboarding copy required users to read multiple instructional messages before gameplay.

After onboarding, users completed a seven-screen anxiety assessment before reaching the core gameplay experience. While this supported personalization, it required users to commit before experiencing the app’s value firsthand.

After onboarding, users completed a seven-screen anxiety assessment before reaching the core gameplay experience. While this supported personalization, it required users to commit before experiencing the app’s value firsthand.

The assessment added value through personalization, but requiring seven screens before gameplay meant users had to commit before experiencing the game.

While playing the game, I swiped on the positive paths as they appeared on the screen while intentionally ignoring negative or unhappy faces.

Key Observations

Key Observations

  • Each session lasted 3–5 minutes and was designed to be calm and repetitive by intention.

  • Progress was visually represented through the environment, but it was unclear how this signaled session completion or whether a session had been successfully completed.

Core Gameplay Loop

Start (Area Prelude)

Users enter a chosen environment to begin.

Competitive
Analysis

Competitive
Analysis

Few wellness apps use game mechanics intentionally, I looked at casual games like Cut the Rope and Fruit Ninja, which use short, repeatable loops and simple interactions. This helped identify which patterns could support a calming experience and which would introduce pressure or distraction.

Cut the Rope

What Works

  • Intuitive, low-friction touch interactions.

  • Beginner-friendly onboarding.

  • Short levels that encourage stress-free replay.

Where It Breaks Down

  • Precision-heavy mechanics can frustrate users.

  • Restarting after failure can feel punishing rather than encouraging.

Cut the Rope

What Works

  • Intuitive, low-friction touch interactions.

  • Beginner-friendly onboarding.

  • Short levels that encourage stress-free replay.

Where It Breaks Down

  • Precision-heavy mechanics can frustrate users.

  • Restarting after failure can feel punishing rather than encouraging.

Cut the Rope

What Works

  • Intuitive, low-friction touch interactions.

  • Beginner-friendly onboarding.

  • Short levels that encourage stress-free replay.

Where It Breaks Down

  • Precision-heavy mechanics can frustrate users.

  • Restarting after failure can feel punishing rather than encouraging.

Fruit Ninja

What Works

  • Fast, satisfying responsive interactions.

  • Strong visual and auditory feedback.

  • Clear progression through scores and combos.

Where It Breaks Down

  • Fast pace can become overwhelming.

  • Competitive scoring may create pressure or anxiety.

Fruit Ninja

What Works

  • Fast, satisfying responsive interactions.

  • Strong visual and auditory feedback.

  • Clear progression through scores and combos.

Where It Breaks Down

  • Fast pace can become overwhelming.

  • Competitive scoring may create pressure or anxiety.

What this uncovered

Cut the Rope showed that clear goals and rewards keep people coming back. Fruit Ninja had strong feedback, but the scoring felt too competitive. I kept the feedback, not the pressure.

Designing a Mindful Gameplay Loop

Designing a Mindful Gameplay Loop

Based on these findings, I redesigned the core gameplay to make progress visible and more meaningful during each session. I removed competitive scoring and introduced lightweight feedback to reinforce progress without adding pressure.

BEFORE

Limited Progress Visibility

What Changed in Gameplay

These changes reframed progress as calm encouragement rather than performance pressure.

Game Summary

Progress feedback, and subtle motivation to return.

Progress Meter

A reflective moment to reinforce completion and time invested.

Points System

Lightweight, non-competitive rewards for participation.

What Changed in Gameplay

To reinforce progress and create a clearer sense of completion, I introduced three lightweight feedback mechanisms:

Game Summary

Progress feedback, and subtle motivation to return.

Progress Meter

A reflective moment to reinforce completion and time invested.

Points System

Lightweight, non-competitive rewards for participation.

Prototyping

and Testing

Prototyping

and Testing

I tested the redesigned experience with nine (9) participants using a high-fidelity prototype, comparing the current and updated flows.

Evaluation Approach

Participants

Who We Tested

  • Nine (9) Users

How We Tested

  • 45 min moderated sessions (Zoom)

  • Devices: iOS and Android; some Android users had swipe issues

Research Questions

  • Was the updated experience
    more motivating?

  • Did progress and feedback
    feel meaningful?

  • Would you return to the app?

Evaluation Focus

  • Onboarding comprehension

  • Emotional response to progress

  • Replay motivation

Key Insight from Testing

9

7

said

“The version with the points was more motivating to play vs. the gameplay in the app.”

Over half of participants found the updated gameplay more engaging

Key Insight from Testing

9

7

said

“The version with the points was more motivating to play vs. the gameplay in the app.”

78% of participants found the updated gameplay more engaging

Key Decisions
and Outcomes

Adding lightweight gamified elements increased engagement without adding pressure, helping users better understand their progress and motivating return, though some reward mechanics still felt unclear and revealed opportunities to simplify feedback and progression.

Challenge #1

Users found the Resilience Meter and the term “resilient” confusing and evaluative.

“Not a fan of the resilience meter; the app telling me I’m resilient doesn’t sit right.”

Decision

I recommended removing the Resilience Meter and redesigned it as a simpler game summary, reinforcing session completion rather than labeling emotional states.

Challenge #2

Users were unclear about the purpose of collecting medallions and expected trade-in or reward options.

“I guess you collect the medallions, I don’t know what those are for.”

Decision

I designed a reward view using patterns observed in casual gameplays, prioritizing clarity and simplicity with the most intuitive option selected through stakeholder review.

These findings shaped the final design decisions carried into the shipped experience.

The

Outcome

The

Outcome

7 of 9 participants said they would continue using the app after experiencing the redesigned gameplay.
7 of 9 participants said they would continue using the app after experiencing the redesigned gameplay.
7 of 9 participants said they would continue using the app after experiencing the redesigned gameplay.

This validated the shift toward visible progress and lightweight feedback, which were carried into the final experience.

More structured and calming”

Encouraging without being competitive

Rewarding without feeling like a game”

What’s Next

What’s Next

Potential opportunities to improve upon beyond the scope of this project.

Assess Long Term Engagement

Track how often users return over time (for example, after their first session and over the following days) to understand whether the updated experience is building a consistent habit.

Refine Motivating Features

Users responded positively to the game summary but wanted clearer value from medallions and points. Next steps would explore ways to strengthen progress and return incentives without adding heavier game mechanics.

Improve Accessibility

Address platform-specific interaction issues flagged during testing, including swipe gesture inconsistencies on Android, and ensure visuals, language, and interactions support users with varying cognitive and emotional needs.

Let's Make Something Clear.

wu.mlucy@gmail.com

© 2026, Lucy Wu. All rights reserved

Let's Make Something Clear.

wu.mlucy@gmail.com

© 2026, Lucy Wu. All rights reserved