Day0 App: Commit to good habits and break bad ones!

Rahele Khatami

MOBILE APP : DAY0
TIMELINE:
Three weeks
TEAM:
Group Project ( User experience & User Interface design) + RWD
TOOLS:
XD, Photoshop, Illustrator, Miro, Trello, Pen & Paper
PROBLEM: 
While the demands of technology have increased, our brain’s capacity to handle its ubiquitous, overpowering demand for control of our attention has not. We feel that this disconnect is one of the key reasons as to why when people try to address their vices, the endless conflicting information online leads to 1) “paralysis by analysis” (aka overthinking how to begin), 2) unsustainable execution (resorting to methods that prioritize motivation, often proven to be an unreliable finite resource, over discipline), or worst of all, 3) inaction.
OUR GOAL:
Research habit behavior and create a platform where users become incentivized to make personal transformations in a visual, data-driven way.
MY ROLE:
I worked alongside the team to complete the design for Day0 app from scratch. This included creating user interface, streamlining the user experience and also working on the visual branding to create an effective apperance based on users insights and feedbacks.
UNDERSTANDING THE USERS
To understand our users and know about their needs  we conducted the Preliminary Research!
In order to reach our goals for designing the app, we break it down into smaller sub-projects. The first step was user research by understanding users behaviors, needs, frustration and motivations through behavior observation, field studies. Althought we conducted interviews and surveys for our users who were a random sample of millennials, users' insights which we got through the user testing helped us to ensure our design decisions do benefit our users.    
OUR USERS:
Individuals who are motivated, active, mobile app user, millennial, social, cares about social validation, accountability, self improvement, inclusivity
FINDING BASED ON RESEARCH
PROTO PERSONA
01. Mobile Usage is High
Because this project revolves around the creation of a mobile app, our user will be one who uses apps to solve problems                                                                      
02. Millennial or  Post-Millennial
Relatively young, uses social media, addicted to social validation
03. Few Defining Bad Habits
Whether it be, mental, physical, social, psychological
04. Appreciates Self-Improvement
Loves trying to improve themselves and “grow”
SURVEY DATA
AFFINITY DIAGRAM
Placed the key words into categories to better organize thoughts and four categories we came up with based on the key words and phrases.
TAKEWAYS
Everyone has habits they would like to change.  Their perception of their own discipline always trails where they would like to be.
Education is important. Education of the benefits of a particular habit is important.
Deadlines and accountability help sustain habits.
Different methods for different habits: Cold Turkey vs Easing In.
Health, productivity, and technology use are the most common habit categories individuals would like to improve upon.
USER PERSONA
OUR SOLUTION
In order to propel our users to make positive, long-lasting transformations, we believe that it is important to do the combined following:​​​​​​​
01. Utilize the benefits of having a like-minded community for encouragement and accountability.
02. Define the specific intended process in detail via contracts that encourage clear goal-setting and minimize decision fatigue.
03. Incorporate visual data, achievements, and competitions as a further incentive to continue beyond the personal transformation taking place.
Competitor Analysis
We reviewed some of the habit trackers app and we examined them in term of flexibility, data, community and competition. We noticed that most of them just allows you to track habits with friends for extra accountability and the lack of community to inspire you to practice good habits was the thing which considered as a top goal for our app.​​​​​​​
DEFINITION & IDEATION
We started to build the  feature prioritization matrix, storyboard and user flow. Defining a problem statement and value proposition.
STORYBOARD
Feature Prioritization
Our research showed that joining to the competition, creating the challenge  and being active with the profile should have high impact in our app.
Conceptual Model based on psychology
sometimes, I feel like the surveys and interviews are not enough to know the users' needs especially when I want to design a services as a product, because most  users want behavioral changes, but don't know how to achieve them and persue their goals. I noticed this when we designed a recent application. So I wanted to figure the psychology behind the behaviors out. Then I designed a conception model based on that fact to help me understand my design conception more.​​​​​​​
Problem statement
There are a lot of people who want to self caring, keeping their good habits, and preventing from bad habits for a long term, but they need some help to stay them on a certain routines. We can help them to create their specific habit tracker program , and be with them to reach their goals by providing more options like challenges all around the world or even local challenges that are available near them will make the giving process more social and create more productivity.
VALUE PROPOSITION
We are turning DayZero into your favorite resource app for sourcing and giving help to yourself and society by provides users a platform to engage in competitions and document their progress in a communal manner​​​​​​​
USER FLOWS
prototyping
We started with quick sketches and did some user tests before moving to low-fidelity wire-framing to create the final prototype. 
TESTING AND ITERATING
The  testing/iterating is very important to gain valuable insights from our users regarding why and how they use our app and it helped us to better understand who were our users.
Objective and Tasks to know if:
1. Are users able to sign up and join the challenge?
2. Are users able to complete the challenge?
3. Are users able to find the articles to get more knowledge?
Results:
1. Branding
2. Clutter
3. Contract
STYLEGUIDE
Insight on the colors red & orange! many said red, however there was some disagreement because it evoked passion but when it comes to progress it is seen as negative in western cultures so we went with orange because evoke fun, excitement, energetic.
Orange is a combination of red and yellow. Red is filled with energy and stimulation, and yellow is responsible for the happiness and cheerfulness. It is a more active color because it makes us react by gut feeling, and we feel at that particular moment and we used blue for call to action.
See the prototyping here
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Posted Jun 26, 2025

Day0 is a concept app that uses community, visuals, and competition to break bad habits or build good ones.

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