2023

Mindful
Retention

Helping users continue after the first session

2023

Mindful
Retention

Helping users continue after the first session

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.

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

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

Gameplay Overview

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

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

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.

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 Tutorial

Onboarding Tutorial

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-step anxiety assessment before reaching gameplay. While this supported personalization, it required users to commit before seeing the app's value. Next, I examined the gameplay experience to understand why users continued to lose momentum.

The assessment personalized the experience but delayed access to gameplay.

Assessment

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.

Core Gameplay Loop

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.

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.

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-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.

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 players coming back. Fruit Ninja offered satisfying feedback, but its scoring felt too competitive. I kept the feedback—not the pressure.

WHAT THIS UNCOVERED

Cut the Rope showed that clear goals and rewards keep players coming back. Fruit Ninja offered satisfying feedback, but its scoring felt too competitive. I kept the feedback—not the pressure.

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.

Before

Limited Progress Visibility

Before

Limited Progress Visibility

After

Includes in-session feedback

What Changed in Gameplay

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.

Progress Meter

A reflective moment to reinforce completion and time invested.

Points System

Lightweight, non-competitive rewards for participation.

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

Evaluation Approach

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.”

78% 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.”

Key Decisions
and Outcomes

Lightweight gamified elements increased engagement and encouraged return, while testing identified opportunities to improve reward mechanics and clarify feedback.

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 explored multiple reward concepts before recommending the simplest direction. Stakeholders aligned on it because it balanced clarity with implementation effort.

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

The
Outcome

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

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”

Encouraging without being competitive”

“Rewarding without feeling like a game”

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.

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

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