Health Quest Mobile App
Tools
- Figma
- Adobe Photoshop
- Adobe Firefly
About Project
Mobile App designed for DareIT UX Challenge. The task was to design an app within three days for tracking and achieving health goals with user-friendly navigation and motivational features.
Problem
Teenagers struggle to overcome mental health challenges and body image issues
One in seven adolescents experiences a mental disorder leading to depression, self-esteem issues, and unhealthy behaviors. Because of that I chose 15-18 years old teenagers as my target group. The goal is to design a tool that mitigate these issues while crafting sense of community between affected teens.
Solution
Transforming daily routines into gamified quests and character progression is the key

AI-based quest recommendations aligned with user preferences
๐ Home screen with userโs chibi avatar encouraging a personal connection
๐Daily quests with icons and descriptions, earning coins and experience points

Accountability partners and character customization
๐ Avatar customization with various options for clothing and accessories in order to improve bond with the character
๐ Positive reinforcement through encouraging messages and virtual rewards for milestones

Goal progression tracker and shared quests
๐ Daily, weekly and monthly goal tracker, adjustable within goal options
๐ Social challenges to bond with friends with rewarded participation
Process
Define
- understanding presented challenge
- defining project goals
- choosing tools
- forming a schedule
Research
- white paper research
- veryfing gathered information
- competetive analysis
Ideation
- design ideas
- sketches
- Lo-Fi Wireframes
- Hi-Fi Wireframes
Design
- generating different avatars & spicing them up in Photoshop
- definig style guide
- prototype design
White Paper Research
WHO defines health as โa state of complete physical, mental and social well-beingโ
๐ Globally, one in seven 10-19-year-olds experiences a mental disorder and about 20% of teens will experience depression before they reach adulthood.
๐ Among high school students, 44% of girls and 15% of guys are attempting to lose weight.
๐ 75% of girls with low self-esteem reported engaging in negative activities like cutting, bullying, smoking, drinking, or disordered eating.
Ideation
Style Guide

Final Design & Evaluation
โEasy to use and understand. I would use it regular because itโs so cute and happy-lookingโ
๐ With little to no time I immediately tested the prototype with two potential users
๐ I sent the link to the prototype and asked to either give written feedback or film the process of doing certain tasks in app
Figma Prototype
Reflections
What I learned
This was my first ever UX/UI Challenge. Never before I had such a tight time frame as I spent on the whole process no more than 10 hours (divided between three days)! As much as I learned I also would do things differently now. Here are my main reflections:
Embracing AI for efficiency
In the face of time constraints, manual rendering is often impractical. To swiftly convey concept embracing AI tools like Adobe Firefly and employing well-crafted prompts can significantly accelerate the design process.
Progress over Perfection
Shifting from pixel-perfect precision, this challenge emphasized progress. Despite potential refinements, the project effectively conveyed the idea within the given timeframe, highlighting the lesson that perfection isn't always the goal when managing time constraints.
Strategic Time Management
Navigating tight deadlines emphasized streamlined scheduling for timely completion and extra refinement. Despite a hint of regret for limited initial research time, the experience provides insights for future projects, highlighting the balance between constraints and thorough investigation.