May 2021

QUAN WELL-BEING

Quan’s well-being platform struggled to keep users engaged. I redesigned its onboarding, navigation and content into a simpler, motivating system — cutting onboarding time an estimated 30% and reaching an 80% task-completion rate in testing.

Role

UX Designer and Researcher

Duration

16 Weeks

Tools

Figma, Adobe XD, Miro, Blush

Delivered

Delivered

The redesign came down to three concrete moves.

Simplified, Persistent Navigation

A bottom nav plus Continue, Recommended, Saved and Completed tabs replaced cluttered pathways and cut navigation errors.

‘Singles’ & ‘Courses’ Content System

Quick ‘Singles’ for small actions and step-based ‘Courses’ for depth — so users engage on their own terms of time, energy, and mood.

Gamified Progress

Streaks, emotion check-ins, achievements and celebratory cues that make habit-building feel light and rewarding.

Impact & Challenges

~30%

Faster onboarding (estimated)

80%

Task completion rate in testing

Beyond the numbers

Stakeholder Alignment

Developed a clear roadmap and presented findings to Quan’s leadership, aligning the platform’s features with business goals.

Challenges

Catering to Diverse Needs

Serving both novice and experienced users risked making the interface overly complex.

Limited Time for Quantitative Research

With a tight timeline, research prioritised qualitative depth over scale — so insights are rich but drawn from small samples rather than statistically robust numbers.

Testing in a Remote Environment

Remote Zoom testing made it harder to read non-verbal cues and immediate reactions.

Contributions

Contributions

Behaviourally-Driven Framework

Behaviourally-Driven Framework

A flexible structure that builds sustainable well-being habits through autonomy, motivational cues, and behavioural design principles.

Visual-First Interaction

Visual-First Interaction

Intuitive visual cues over text-heavy guidance, so users act independently and with less cognitive load.

Adaptive Content Strategy

Adaptive Content Strategy

A dual content system and exploratory layout that adapts to users’ time, energy, and emotional context without complex setup.

Before

After

Context

Quan wanted to support mental health through habit formation, but early engagement showed the platform wasn’t guiding people through lasting behaviour change. The real gaps were in usability, personalisation, and the timing of support — so I went back to the foundation and redesigned around them.

Problem Statement

Workplace mental health tools often miss individual needs, so people disengage and stop using them. Quan set out to help users improve their well-being across five dimensions — Mind, Body, Meaning, Self-Fulfillment, and Social Connectedness — without piling on complexity.

Project Aim

To design an intuitive system that motivates users to adopt healthier habits and sustain them long-term.

Research

Main Research Question

How might we create an intuitive system that facilitates and motivates the user to work on their well-being with Quan?

Sub-Questions

What makes a system feel intuitive, and how does that apply to Quan’s ”Journey”? What do users expect from a well-being platform, and what tools do they already use? What features would actually motivate them to keep coming back? And how do other well-being platforms structure their user flows?

Methodology

Primary Research 

🎨 Workshops: Ran Miro-based sessions — brainstorming, card sorting, cognitive mapping — to surface expectations, needs, and behaviours.
🎙️ Interviews: Semi-structured interviews on motivation, platform expectations, and what triggers behaviour change.
🧪 Usability Testing: Tested prototypes across sprints to check usability, clarity, and whether the motivational design landed.
💬 Think-Aloud: Had users narrate their thinking during testing and workshops to get at the why behind their actions.

Secondary Research

📊 Competitor Analysis: Studied habit-forming platforms — Duolingo, Elevate, Headspace — for flow, functionality, and motivation tactics.
🧠 Behavioural Grounding: Leaned on behavioural design principles, keeping cognitive load low, to shape how motivation and progress were built into the experience.

Project Plan

Understanding Users

I ran user interviews, reviewed existing research, and analysed industry trends to surface the real pain points in workplace mental health tools. That fed into data analysis of the questionnaires and interviews, user personas, and journey maps.

Key Insights

Insight 1

Users felt overwhelmed by generic well-being tools that lacked customisation.

Insight 2

Most users wanted a simple, aesthetically pleasing interface with actionable, relevant recommendations.

Insight 3

Most wanted progress tracking and community features to stay accountable.

User Journey Map

The path an employee takes to actually start using a workplace mental health tool:

Design Principles

⏱️ Minimal Effort

Users should achieve goals with minimal time and effort.

🧭 Guided Autonomy

Provide flexible tools while offering optional guidance.

🎨 Aesthetic Appeal

Visually appealing designs increase perceived usability.

🤝 Community Engagement

Foster a sense of belonging through shared experiences.

🏆 Progress Tracking

Allow users to see and celebrate their achievements.

🎉 Fun Interactions

Include small, rewarding moments to encourage continued use.

Defining

Prioritising User Needs

Simplicity

Minimise effort required to engage with the platform.

Personalisation

Balance hand-holding for beginners with autonomy for experienced users.

Motivation

Incorporate rewards, progress tracking, and community features.

Design Process

I split the work into four sprints, each with two demos. I broke the user stories down across the sprints, checked they matched the team’s goals, then ran the ideate–prototype–test cycle.

Ideation

I brainstormed against the user pain points and design principles, exploring onboarding flows, personalised dashboards, and habit-building tools. Since people would use Quan at work, I prioritised the desktop version.

Wireframing and Lo-fi Prototyping

Priority Matrix
Priority Matrix
Priority Matrix

Prototypes, Decisions and Testing Results

The design moved through several sprints of user feedback. Instead of logging every change, here are the decisions that mattered most — and what testing showed.

Simplified Navigation with Contextual Guidance

Users felt overwhelmed by cluttered pathways. I applied a persistent bottom nav bar and reorganised tasks into Continue, Recommended, Saved, and completed tabs, balancing autonomy with structure. Usability tests showed improved task completion and fewer navigation errors.

Visual Communication Over Verbal

Testing showed users often skipped text. I leaned on shape, icon, and colour distinctions (e.g. Singles vs Courses) so people could recognise things at a glance instead of reading.

Tailored Content Delivery

Generic wellness content was disengaging. I introduced a dual format — short ‘Singles’ for quick actions and step-based ‘Courses’ for depth — so users could pick a path by motivation, time, or mood. The Continue/Recommended/Explore layout meant no one was locked into a single onboarding route.

Motivation Through Progress Feedback and Gamification

Users lacked a sense of progress and achievement. To make habit-building feel lighter, I added gamified elements — achievements and emotion-logging ‘check-ins’ — plus visual cues like streaks, progress indicators, celebratory illustrations, and golden check marks to reinforce momentum. Even in rough form, testers called it ‘encouraging’ and ‘satisfying.’

Recommendations

Recommendations

Mobile Version

Adapt the core features to mobile so people can reinforce habits daily, even away from work.

Community Features

Explore opt-in peer support, shared journeys, or private group challenges — with strong privacy settings — to build shared progress without pressure.

Light Personalisation

Add light personalisation toggles (e.g. “I prefer fast tasks” or “I’m working on sleep”) to surface relevant content without overwhelming users with setup questions.

Test Long-Term

Run long-term testing (e.g. over 2–4 weeks) to check whether progress cues, check-ins, and streaks keep motivating users over time.

In-Person Testing

Add in-person usability sessions to catch the subtle emotional and behavioural cues that remote testing misses.

Unified Platform

Centralise everything in one platform to streamline communication and cut admin overhead.

Let's Get in Touch 👋🏽

© 2025  Julietta Daidone

Let's Get in Touch 👋🏽

© 2025  Julietta Daidone

Let's Get in Touch 👋🏽

© 2025  Julietta Daidone