2023

Mindful
Retention

Mindful
Retention

Helping users continue after the first session

2023

Mindful
Retention

Helping users continue after the first session

2023

Mindful
Retention

Helping users continue after the first session

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.

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

Team

Product, CEO

Year

2023

Duration

Six Months

Personal Zen

Personal Zen

Personal Zen

An app that helps people manage stress and anxiety through short, science-based exercises.

An app that helps people manage stress and anxiety through short, science-based exercises.

After completing a brief anxiety assessment, 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

The Problem

Despite the app's strong therapeutic foundation, many users dropped off after their first session. Reviews suggested the experience wasn't communicating its value early enough, and repetitive gameplay reduced motivation to return.

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

The Solution

The Solution

The Solution

Internal data identified two early drop-off points: onboarding and gameplay. To better understand why, I analyzed the first-time experience to uncover where users were losing momentum.

01

01

01

01

First-Time
Experience

First-Time
Experience

First-Time
Experience

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

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

Onboarding

Two friction points stood out:

  • A six-step onboarding added friction before gameplay

  • Instruction-heavy prompts required excessive reading before interaction

  • A six-step onboarding added friction before gameplay

  • Instruction-heavy prompts required excessive reading before interaction

Seven Step Assessment

After onboarding, users completed a seven-step anxiety assessment before reaching gameplay. While this supported personalization, it required users to commit before seeing the app's value and delayed access to gameplay.

Gameplay Observations

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

  • Sessions lasted 3–5 minutes and were intentionally calm and repetitive.

  • Progress was reflected through the environment, but it was unclear how it signaled session completion or success.

Area Prelude

Choose an environment
to begin.

Gameplay View

Gameplay begins within a

calming environment.

Gameplay View

Gameplay begins within a

calming environment.

Session Summary

Progress feedback appears
after gameplay.

Gameplay View

Gameplay begins within a

calming environment.

Area

Prelude

Choose an

environment
to begin.

Session

Summary

Progress feedback

appears
after gameplay.

Area Prelude

Choose an environment
to begin.

Session Summary

Progress feedback appears
after gameplay.

✨

Connect to Content

Add layers or components to swipe between.

✨

Connect to Content

Add layers or components to swipe between.

✨

Connect to Content

Add layers or components to swipe between.

✨

Connect to Content

Add layers or components to swipe between.

Session Summary

Progress feedback appears
after gameplay.

02

02

02

02

Competitive
Analysis

Competitive
Analysis

Competitive
Analysis

Since few wellness apps intentionally use game mechanics, I looked at casual games like Cut the Rope and Fruit Ninja, which use short, repeatable loops and simple interactions to understand how Personal Zen could encourage return through its gameplay.

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 mechanics can create frustration.

  • Restarts can feel punishing.

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 mechanics can create frustration.

  • Restarts can feel punishing.

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 mechanics can create frustration.

  • Restarts can feel punishing.

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 overwhelm.

  • Competitive scoring may add pressure.

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 overwhelm.

  • Competitive scoring may add pressure.

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 overwhelm.

  • Competitive scoring may add pressure.

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 overwhelm.

  • Competitive scoring may add pressure.

What this Uncovered

Engagement doesn't require pressure. The most effective patterns were low-stakes, and reward-completion rather than performance.

What this Uncovered

Engagement doesn't require pressure. The most effective patterns were low-stakes, and reward-completion rather than performance.

03

03

03

03

Redesigning a
Game Loop

Redesigning a
Game Loop

Redesigning a
Game Loop

Based on these findings, I redesigned the core gameplay to make progress more visible and meaningful through lightweight feedback, with no competitive scoring.

After

Includes in-session progress

Before

Minimal feedback

Progress Meter

Shows movement through a session.

Points System

Rewards participation without competition.

End-of-Play Summary

Recaps progress and encourages return.

04

04

04

04

Prototyping
and Testing

Prototyping
and Testing

Prototyping
and Testing

I tested the redesigned experience using a high-fidelity prototype, comparing the current and updated flows.

Research and Evaluation Focus

Research and Evaluation Focus

  • Emotional response to progress: Was the updated
    experience more motivating?

  • Did progress and feedback feel meaningful?

  • On game mechanics/comprehension

  • Replay motivation: Would you return to the app?

Nine (9) users

Nine (9) users

45 min moderated sessions (Zoom)

45 min moderated sessions (Zoom)

Devices: iOS and Android

Devices: iOS and Android

Testing Response

Testing Response

7 out of 9 users found the
version with points more motivating.

7 out of 9 users found the
version with points more motivating.

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

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

What Testing Revealed

Testing surfaced two additional areas for refinement: progress framing and reward comprehension.

Challenge #1

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

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

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

Challenge #2

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

Users were unclear about collecting medallions and earning rewards.

I examined several reward and trade-in concepts with the most intuitive direction translated into a game screen for
stakeholder review.

I examined several reward and trade-in concepts with the most intuitive direction translated into a game screen for stakeholder review.

The
Outcome

The
Outcome

The gamified redesign made progress clearer and gave users more reason to return.

The gamified redesign made progress clearer and gave users more reason to return.

This validated the shift toward visible progress and lightweight feedback. While post-launch retention data wasn't available, the testing suggested the redesign was moving in the right direction.

“More structured and calming”

- Participant 2

“Encouraging without being competitive”

- Participant 5

“Rewarding without feeling like a game”

- Participant 3

What’s Next

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 be exploring 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.

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 be exploring 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 Together.

Wu & Why

An independent design practice

© 2026, Lucy Wu. All rights reserved

Let's Make Something Clear Together.

Wu & Why

An independent design practice

© 2026, Lucy Wu. All rights reserved

Let's Make Something Clear Together.

Wu & Why

An independent design practice

© 2026, Lucy Wu. All rights reserved

Let's Make Something Clear Together.

Wu & Why

An independent design practice

© 2026, Lucy Wu. All rights reserved