HabitQuest – Ethical Habit Design

HabitQuest explores how behavioral psychology and digital design can be reframed to support, rather than exploit, our attention. Developed as part of a project focused on micro-interventions, the app addresses the impact of screen addiction and dark patterns, common in social media, by repurposing those same mechanics to encourage healthy habit formation.

Through personalized virtual companions, gamified reinforcement, and social accountability, HabitQuest creates an environment where users are nudged toward consistency and self-reflection. Rather than avoid persuasive design, the project questions how it can be used ethically, applying reinforcement theory, nudge tactics, and social mechanics to foster autonomy, motivation, and long-term change.

Figma Prototype

Week 1

Framing the Challenge

We began by researching how digital platforms—especially social media—use persuasive design and behavioral psychology to drive user engagement. Concepts like variable rewards, operant conditioning, and FOMO were studied alongside their negative impacts: screen addiction, compulsive behavior, and diminished user autonomy. Our challenge was to flip this model—to use the same mechanics not to exploit attention, but to support users in forming healthier digital habits. This laid the foundation for a tool built on micro-interventions: small, intentional nudges toward positive behavior.

Week 2–3

Early Concept & Ideation

Headline:Designing for Change, One Habit at a Time

We explored user flows and sketched concepts for how the app could work in daily life. Early wireframes included features like habit selection, goal setting, and streak tracking. One core idea stood out: a virtual companion that guides the user through the habit journey. This companion would adapt its motivational tone—from friendly to firm—and offer both encouragement and accountability. We also ideated on social functions, such as group habits and peer nudging, to amplify motivation through collaboration.

Week 3–4

First Prototype & Testing

A barebones wireframe prototype was developed and tested with early users. We observed how they navigated onboarding, selected habits, and interacted with the companion system. The feedback was clear: while users liked the concept, there were issues with navigation clarity, icon interpretation, and missing guidance. The companion feature was well received, but users wanted clearer control over its tone and behavior. These insights became the core focus for our next iterations.

Week 5-7

Iteration & Feature Development

We improved the prototype based on testing: unclear icons were replaced with more recognizable symbols, text guidance was added throughout, and visual hierarchy was introduced to help users orient themselves. Companion personality customization was expanded with sliders for traits like encouragement and sarcasm. A habit validation flow was developed, allowing users to confirm tasks manually or through timed sessions. Social features—like forming habit groups and sharing progress—were implemented to tap into social motivation and group accountability.

Week 8

Finalization & Reflection

The final version of the prototype presented a polished but still monochrome interface. Navigation had been smoothed, user onboarding was clear, and key actions like starting a chat or validating a habit were now intuitive. The app's behavior-focused design drew from Skinner’s reinforcement theory, dopamine-driven anticipation, and nudging—but with a deliberate effort to avoid manipulation. Our reflection centered on how persuasive design can be reframed to serve users' autonomy, well-being, and long-term habit formation, rather than exploit their attention.