Gamified Dieting App

Schijfcheck

This subject asked us to make an design that was gamified to engage people and maybe even be slightly addictive.

This one will be mostly Dutch but I will add context in English.

I chose to make a dieting app based on “Schijf van vijf”, think food pyramid. Its a way for kids to learn to eat healthy. My idea was to make it a dieting coach app for young adults who grew up with this metaphor.

This is the style guide and it uses a lot of the style they used on the posters for the “schijf van vijf”. The character in the bottom I use to take of the edge and give the application a bit more humour so it didn’t feel to serious. In the top u see 2 character icons, these are examples of how u can customize your profile to create a feeling of owner ship.

Adobe XD Prototype

This is the user flow, here u can see how i expect the user to use my app. It all revolves around its homepage that gives access to all the features necessary for the core mechanics of my gamified dieting app: You can see your progress (goal is to match the diagram), u can can add the items you consumed, see advice given by the guide character, see your profile and how many points u have and earned.

This document explains choices I made to gamify it and how i think it helps my app and why I can justify using addictive elements in my app. ill translate the conclusion here:

Goal of the app: To improve users’ health.

Engagement: The app uses enticing rather than coercive elements to motivate users to continue using it. To entice them, it employs black and white hat core drive elements with a focus on white hat. Epic meaning, Ownership, Development, and Creativity help give users motivation and a sense of building something while focusing on their health. Loss & avoidance and Curiosity drive users to continue using the app and maintain a healthy lifestyle.

Motivation: The risk of addictive features in the app is reduced because it positively impacts the user. I find the use of subtly enticing elements acceptable when chosen to promote healthier living. I believe using white hat elements is a logical way to motivate users. The use of black hat elements is more challenging, but if they enhance white hat elements, it can be beneficial in a positive manner. I think a designer has a responsibility. The designer should consider how users interact with their design and is accountable for unintended outcomes.