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Healthcare · Digital Wellbeing

Prana — Digital Wellbeing Platform

Helping Indian youth build healthy, sustainable digital habits.

Role
UX Researcher · UI / Visual Designer
Team
Vision Crafters
Duration
3 Months
Status
Completed
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Prana — Digital Wellbeing Platform hero visual
Problem

Indian youth are increasingly addicted to digital devices and instant gratification, eroding focus, sleep and mental health — existing apps only restrict, never address the underlying behaviors.

Outcome

A CBT- and gamification-led platform that supports — rather than punishes — users while they rebuild healthier digital habits.

>20%
7-day retention (vs 10–20% industry avg)
5+
Avg streak days for healthy habits
High
Engagement in community challenges
4.5/5
User confidence in navigation
History

What was happening before this project.

Before: Indian youth were spending excessive time on smartphones, social media, gaming and short-form video. Existing digital-wellbeing apps mostly used timers or app blockers, which users disabled or abandoned within days.

Why it mattered: Excessive screen time was reducing focus, increasing stress and anxiety, damaging sleep, and feeding digital dependency — a growing public-health concern.

What triggered the solution: Research revealed users wanted support, not punishment — a system to understand cravings, stay motivated, and gradually build healthier habits.

Who was affected
Students preparing for competitive examsCollege studentsYoung professionalsEarly-career employeesHeavy social-media / gaming users
Geography

The user, their context, and where the problem lives.

Target user
Young adults seeking better control over digital habits while staying productive.
Age
18–30 years
Role / background
College students · Working professionals · Digital-first generation · Heavy smartphone users
Location
Urban and semi-urban India with high smartphone & internet access
Device
Android (primary), iOS (secondary)
Digital comfort
High — comfortable with mobile apps, payments, social media and online communities.
Market context
Digital Wellbeing · Mental Health · Healthcare · Behavior Change · Consumer Mobile Apps
Where the problem happens
Study sessions, work, pre-bedtime, commuting, social-media use — throughout daily smartphone usage.
Physics

Mechanics — the journey, tasks and information architecture.

Main journey

Download & onboard → Assess habits → Set wellbeing goals → Track screen time → Receive AI + CBT interventions → Complete mindful activities → Earn rewards & streaks → Join community challenges → Review progress

Top user tasks
  1. 1.Monitor and reduce screen time
  2. 2.Build consistent healthy habits
  3. 3.Stay motivated through rewards and community support
Friction points
  • Forgetting digital wellbeing goals
  • Ignoring screen-time reminders
  • Losing motivation after a few days
  • Feeling guilty instead of supported
  • Lack of personalized guidance
Information architecture
Home DashboardAnalyticsAnti-Craving ShieldHabit TrackerRewardsCommunityAI CoachProfile & Settings
Flow

Onboarding → Habit Assessment → Goal Selection → Dashboard → Daily Check-in → Habit Completion → Rewards → Community Challenge → Weekly Progress Review

Where users got stuck
  • Returning after missed days
  • Losing motivation mid-habit
  • Sudden digital cravings
  • Understanding long-term progress
What I simplified
  • Reduced onboarding complexity
  • Personalized habit recommendations
  • Clear progress visualization
  • One-tap habit check-ins
  • Automated rewards & streaks
  • Easy access to CBT-based interventions
Chemistry

Emotions, trust and the felt experience.

Before — how users felt
DistractedOverwhelmedGuilty about screen timeUnmotivatedUnable to control habits
Target emotion
CalmEncouragedMotivatedIn controlHopefulSupported

Fears & frustrations: Fear of losing productivity. Frustration with repeated detox failures. Confusion about where to start. Lack of accountability.

Trust issue: Users believed wellbeing apps were overly restrictive, easy to ignore, and ineffective for lasting behavioral change.

How design supported it: Soft, calming colors reduced cognitive load. Friendly, encouraging microcopy replaced judgmental language. Clean layouts kept focus simple. Positive feedback animations celebrated progress. Gamified interactions reinforced healthy behaviors.

Biology

Behaviors, workarounds, habits.

Repeated behavior: Frequent unintentional phone unlocks, automatic opening of social apps, endless scrolling, impulsive notification checking.

Workarounds users had
App timersDo Not DisturbTemporarily deleting appsProductivity appsSelf-imposed detox challenges

Habit loop: Cue: notification/boredom/stress → Craving: instant dopamine → Action: open distracting app → Reward: temporary satisfaction → Repeat.

Behavior to change: Help users pause before impulsive app use, make intentional choices, replace unhealthy behaviors with mindful activities, and sustain healthy habits over time.

New feedback loop: Daily habit tracking, progress dashboards, streaks, rewards, badges, community challenges, AI-personalized encouragement, weekly CBT-based reflections.

Mathematics

Proof, metrics and impact.

Research sample
30+ young adults (students and working professionals) + secondary research from academic studies and industry reports.
Usability test sample
8 participants across two rounds of testing.
Task completion
90% of participants completed onboarding and daily habit tracking without assistance.
Time / effort reduced
Habit check-in reduced to under 30 seconds; daily review collapsed into a single dashboard.
Errors reduced
Reduced navigation confusion via simplified IA and guided onboarding. Fewer missed check-ins after reminders and progress indicators.
User confidence
4.5 / 5 — participants felt confident navigating the app and understanding their daily progress.

"This doesn't feel like another screen-time blocker — it feels like someone helping me build better habits instead of forcing me to stop."

— Research participant
Impact
  • >20% 7-day retention, above the typical 10–20% industry average
  • Average healthy habit streak of 5+ days
  • High engagement in community challenges
  • Strong positive feedback on CBT-based guidance
Metrics still to validate
  • 30-day retention
  • Long-term reduction in daily screen time
  • Improvement in focus and productivity over months
  • Retention impact of AI-driven coaching
  • Long-term effectiveness of community accountability
Design Engineering

From ideation to design system.

  1. 01
    End-to-end design from research to design system
  2. 02
    Integrated CBT therapy frameworks into the UX flow
  3. 03
    Designed gamification system to sustain engagement
  4. 04
    Built community features for peer accountability
  5. 05
    Two rounds of usability testing and refinement
Deliverables
ResearchUser FlowsIAWireframesUI DesignPrototypeTestingDesign System
STAR

Situation · Task · Action · Result.

Situation

Indian youth are addicted to instant-gratification digital experiences, with mental health and focus collapsing.

Task

Design a digital intervention platform that helps young users regain control and build sustainable habits.

Result

A complete app combining CBT and gamification — beating industry retention benchmarks and giving users a felt sense of progress, not punishment.

Action
  • Primary + secondary research with 30+ young adults
  • Applied CBT frameworks and gamification to the UX
  • Designed personalized habit assessment and tracking
  • Created community challenges and AI coaching surfaces
  • Iterated through two usability-testing rounds
Transformation

Before & after.

Before

Blocker apps users disabled within days; guilt loops with no progress and no support.

After

A supportive, gamified habit system with AI coaching and community accountability — sustained behavior change.

Final Screens

Selected screens from the prototype.

High-fidelity screens — To be added
Learnings

What I'm taking forward.

Behavior change needs empathy, not restriction. Design that supports users — celebrating small wins and meeting cravings with intentional pauses — outperforms punitive controls.