TrackMe · Case study by Alfons Melander
A habit-tracking app concept focused on building routines, visual clarity and everyday consistency.
- Role
- UX Designer · Facilitator
- Timeline
- Nov 2023 - Jan 2024
- Team
- 4 designers + 3 participants


Participatory Design
The participants
Participatory Design (PD) is an approach to designing products, services or systems by the people who themselves will use them. Instead of us designing for them, we listen to their design-solutions.
We reached out to a couple of people if they would be interested in participating in this method of user experience. 3 people agreed and after a couple of brainstorming sessions, the participants came up with a loose idea of a habits app.

Exploring the concept
FigmaFigJam1. FIRST MEETING
Mapping ideas in FigJam
After the first meeting we grouped all the ideas and comments in FigJam. From this we were able to categorize all the necessary components of the app. One participant expressed guilt over procrastinating. Another felt that they wanted to adapt new habits in their life. All these comments shaped the app we were building for them.

2. BIG PROBLEM
The big problem
There were already apps for reinforcing habits on the market, but the main issue was that they rarely stuck. Improving conscientiousness alone was not enough to keep people returning to the product over time. That led us to introduce coupons that were monetary-rewards.

3. SECOND MEETING
Two prototypes
From there we explored two different prototypes. Both implemented the beforementioned problem. The main difference was an adaptation of a social media-element, which one participant expressed disdain, and another expressed interest. This second meeting with the participants gave enough to provide the final design

4. VISUAL DIRECTION
Shaping the final visual direction
The final design worked very well and the participants were impressed. This high fidelity mockup was better than the participants could have imagined. From the first meeting to the last the mockup had solved a real problem and overcome the big hurdle of solvning the issue with making the user stay.

Final Concept
Final design
