2023

Mindful
Retention

Inviting Users Back with Purposeful Play

2023

Mindful
Retention

Inviting Users Back with Purposeful Play

2023

Mindful
Retention

Inviting Users Back with Purposeful Play

About the

Project

About the

Project

My Role: UX Strategist,
UX Researcher, and UX/UI Designer.
Team: Product Owner, CEO

Year: 2023-2024
Duration: Six Months

Personal Zen is a mobile app that blends journaling and gameplay, grounded in cognitive behavioral therapy (CBT) principles, to help users manage stress and anxiety.

Gameplay Overview

After completing a brief GAD (Generalized Anxiety Disorder) survey, users enter 3–5 minute sessions, tracing paths left by positive sprites while avoiding negative ones and earning medallions along the way.

The Problem

The Problem

Although Personal Zen was built on a strong therapeutic foundation, data showed that users were not returning after their first session.

The experience did not clearly communicate its value, and App Store reviews often described the gameplay as lacking the feedback and progression needed to sustain engagement.

The challenge was clear: How might we increase engagement without compromising the app’s calming, therapeutic foundation?

The Solution

The Solution

To address early drop-off and low engagement, I reduced friction so users could reach the app’s value faster, then introduced lightweight feedback that made progress visible without adding pressure.

To address low engagement and early drop-offs, our team focused on improving two key areas of the user journey:

To address early drop-off and low engagement, we focused on improving how users understand the app’s value and how the gameplay experience sustains motivation over time.

  1. Onboarding Flow - Shortened the onboarding and added an optional video so users could understand the app's value and get to gameplay faster, without the cognitive load of the original flow.

  1. Gameplay - Introduced lightweight feedback loops (points, progress tracking, session summaries) to make progress visible while preserving the app’s calming tone.

Exploring

the Interface

Exploring

the Interface

To understand the existing experience, I conducted a cognitive walkthrough and full UX audit. The initial onboarding spanned six steps, relying heavily on text and forcing users through a long sequence before they could play

Key Observations

Key Observations

  • Six-step onboarding flow before gameplay

  • Heavy instructional copy requiring sustained reading

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

Onboarding Tutorial

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

After onboarding, users were asked to complete a seven-screen anxiety assessment before starting gameplay. While the personalization was useful, it introduced friction before users experienced any value from the app.

Following the onboarding tutorial, users are presented with a prompt to complete a short anxiety self-assessment to determine their recommended playtime. The survey consisted of seven screens before presenting a personalized goal screen suggested a game duration.

Assessment → Personalized Recommendation

Assessment flow translating anxiety check-ins into a personalized session recommendation.

Once users reached the game, the core interaction of tracing positive paths from a happy face while avoiding negative stimuli was intuitive and easy to learn.

Key Observations

Key Observations

While the game was soothing, sessions felt repetitive over time with little indication of completion or improvement — the experience offered no strong reason to return.

Core Gameplay Loop

Core loop reinforcing positive focus through intentional attention and gentle rewards.

Competitive
Analysis

Competitive
Analysis

To understand how other apps solved similar engagement challenges, I analyzed Cut the Rope and Fruit Ninja, games with strong retention loops and similar game mechanics. While few apps applied game patterns to therapy, these titles revealed transferable strategies: streamlined onboarding, points systems, progress indicators, and end-of-session summaries.

Cut the Rope

What Works

  • Intuitive, low-friction touch interactions.

  • Beginner-friendly onboarding.

  • Short game 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 game 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, especially during longer sessions.

  • 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, especially during longer sessions.

  • Competitive scoring may create pressure or anxiety.

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.

Patterns drawn from casual games that balance engagement with minimal effort.

Game Design

Development

Game Design

Development

Building on these insights, I redesigned the onboarding and core gameplay to support steady, mindful engagement. Progress was reframed as gentle encouragement rather than performance, removing competitive scoring in favor of subtle feedback cues and incorporating end-of-session reflections.

Before

No Progress Feedback

After

Before

No Progress Feedback

After

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

These changes were designed to make progress feel visible and motivating while maintaining a calm experience.

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

After several design critiques and stakeholder reviews, I created a high-fidelity prototype to evaluate how changes affected comprehension, motivation, and willingness to return.

I conducted remote usability sessions with participants recruited via Respondent.io, where users interacted with both the current and updated experience. Insights were synthesized and shared with stakeholders to guide decisions.

Evaluation Approach

Participants

Who We Tested

  • Nine (9) Users

How We Tested

  • 45 min moderated sessions (Zoom)

Research Questions

  • Was the updated experience more motivating to keep playing?

  • Did the progress and feedback feel meaningful?

  • Would you return to the app?

Evaluation Focus

  • Comprehension of new onboarding flow

  • Emotional response to
    points and progress

  • Motivation to replay sessions

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 Decisions and Outcomes

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

We removed the Resilience Meter in favor of a simpler, more calming game summary, reinforcing session completion and participation 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

Redesigned the reward presentation using patterns observed in casual gameplays, prioritizing clarity and simplicity with the most intuitive option selected through stakeholder review.

Testing clarified how progress and rewards should be framed to motivate continued play.

The

Outcome

7 of 9 participants found the updated gameplay more motivating to continue playing.
7 of 9 participants found the updated gameplay more motivating to continue playing.
7 of 9 participants found the updated gameplay more motivating to continue playing.

Usability testing showed a clear preference for the redesigned experience.

Based on these insights, gameplay improvements such as points, progress feedback, and session summaries were incorporated into the production version of the app.

Reflections

Reflections

As the sole UX designer, I was responsible for everything from research to concept development to prototyping and usability testing. This project reinforced how thoughtful gamification can support and reinforce mindfulness rather than compete with it.

Participants described the new experience as:

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 user behavior over time to guide future adjustments.

Refine Motivating Features

Continue evaluating which interactions feel most engaging and adjust features to gently encourage consistent use.

Improve Accessibility

Make sure visuals, gestures, and language support users with varying cognitive and emotional needs.

Say Hello

wu.mlucy@gmail.com

© 2026, Lucy Wu. All rights reserved

Say Hello

wu.mlucy@gmail.com

© 2026, Lucy Wu. All rights reserved