STEP QUEST // UX DESIGN // COMPLEX UX // STEP QUEST // UX DESIGN // COMPLEX UX //
DIG_004

step quest

Turn progress into play.

Template Version: 1.0.4
Portfolio Ref: UX Design / Archive
step quest

About step quest

step quest explores interactive R&D for habit and challenge experiences — using game-inspired loops that still feel purposeful for real-world goals.

Role & Responsibilities

  • — UX research & synthesis
  • — Interaction & visual design
  • — Prototype & validation

Project Scope & Timeline

End-to-end product design engagement

Tools Used

FigmaFigJamPrinciple

The Problem

Habit apps often feel punishing or opaque. Users drop off when progress is invisible and the next action is unclear.

Problem 1
Problem 2
Problem 3
Strategic Inquiry

How might we make everyday goals feel like a quest users want to return to — without sacrificing clarity?

Our Solution

Momentum you can see and feel.

Feature 01

Primary flow that solves the core job-to-be-done.

Feature 02

Supporting interaction that improves confidence and speed.

Edge Cases

Recovery and empty states that keep momentum.

The Process: Researching the Problem Space

Qualitative and quantitative signals shaped the product direction.

Patterns in the data pointed to clearer orientation, tighter feedback loops, and safer recovery paths.

Research

Market & Competitive Analysis

Comparing adjacent products clarified gaps and opportunities.

Competitor 01

What they do well and where they fall short.

Competitor 01
Competitor 02

What they do well and where they fall short.

Competitor 02
Competitor 03

What they do well and where they fall short.

Competitor 03

Validating Our Assumptions

Field notes, interviews, and early prototypes tested the riskiest ideas.

Grid 1
Grid 2
Grid 3

Identifying the Pain Points

Evidence mapped cleanly onto the moments where users stalled or abandoned the flow.

Key Insights

01

Users need faster orientation before commitment.

02

Feedback loops increase confidence mid-flow.

03

Recovery paths are as important as happy paths.

Defining Persona & Goals

Maya Okonkwo

Maya Okonkwo

Primary — Habit Starter, 28

Works long studio days and wants progress she can feel without opening five different apps. Responds to clear next actions and visible streaks.

Goals — Build a sustainable routine, see weekly momentum, stay motivated after busy weeks.

Frustrations — Habit apps feel punishing after one missed day; progress is hard to read at a glance.

Jordan Ellis

Jordan Ellis

Secondary — Curious Explorer, 34

Tries new challenges for fun but abandons tools that feel complex or guilt-heavy. Needs soft onboarding and low-pressure recovery paths.

Goals — Explore challenges casually, understand the system quickly, restart without shame.

Frustrations — Dense dashboards, unclear first steps, and no forgiveness when life gets in the way.

User Storyboarding

A narrative sequence connecting motivation, action, and payoff.

User Storyboarding

Brainstorming Requirements

Divergent concepts narrowed into a coherent product direction.

Ideation 1
Ideation 2

Approaching a Solution

The concept ecosystem answers the brief through three design pillars.

Design Goals

Clarity

Reduce cognitive load at every decision point.

Momentum

Keep users progressing with confident feedback.

Trust

Make system behavior feel predictable and fair.

Feature Prioritization

Features were scored and sequenced for an MVP that still feels complete.

Feature Prioritization

System Architecture

Flows and journey maps define how structure supports the experience.

Journey map
User flow 1
User flow 2
User flow 3

Usability Testing & Iteration

Usability feedback drove wireframe-to-UI refinements.

Before
After

Iteration 01

User friction, fix, and rationale from this test cycle.

Iteration 02

User friction, fix, and rationale from this test cycle.

Before
After

The Final MVP Product

Core screens from the step quest MVP.

Onboarding Flow

Welcome

Welcome

First session orientation

Permissions

Permissions

Only what the quest needs

First Quest

First Quest

A clear first win

Core Action Flow

Home Hub

Home Hub

Progress at a glance

Active Quest

Active Quest

One next action

Reward

Reward

Momentum you can feel

Project Takeaways

What held up under pressure — and what we would stage differently next time.

What Worked

Simplifying hierarchy improved first-session completion.

What Failed

Depth was staged so the MVP stayed approachable.

Constraints

Personalization and richer analytics remain future work.

Project Impact

“step quest shows how rigorous UX process turns ambiguity into a product people can use with confidence.”

— Client / Product Lead