
case study
Sleepocalypse
Sleepocalypse is a gamified health app designed to help young adults and students improve their sleep and lifestyle habits. The starting point for the project was the insight that many within this target group struggle with sleep problems, which lead to lower performance, higher stress levels, and potential long-term health issues. The app combines health and game mechanics by turning sleep into coins and steps into XP. Reward systems such as mystery boxes, streaks, quests, and cosmetic skins enhance motivation. In this way, everyday health routines become engaging and fun – something that traditional health apps often fail to achieve.
TEAM
UX Designer
UI Designer
2 Designers
DURATION
3 weeks
MY ROLE
UI Designer
Designer
TOOLS
Figma
Photoshop
The project team was composed of a cross-functional group, each member bringing a distinct area of expertise. The UX designer focused on shaping the overall user experience and ensuring smooth interaction flows, while the gamification specialist concentrated on developing the reward systems and motivational triggers that would drive engagement. Alongside them, the researcher carried out studies to understand user needs and behaviors, providing the foundation for design decisions, and the developer transformed concepts and prototypes into functional solutions. Collaboration across these roles was supported by tools such as Figma, which was used for creating interactive prototypes, FigJam, which enabled structured ideation and workshops, and user testing platforms that allowed the team to continuously collect and integrate feedback from the target audience.
Introduction & Overview
MEET THE TEAM



Method & Process
summary
User testing was conducted with students from the target group. Feedback highlighted that the reward systems were highly appreciated and engaging. However, participants requested more reminders and smaller daily goals. This led to improved quest design and a clearer progression curve.
The final solution integrates visual design, game mechanics, and interaction flows within a freemium model:
-Core features are free and accessible to everyone.
-Premium features include cosmetic rewards and deeper data insights.
The design supports motivation, engagement, and user-friendliness while addressing real health challenges.
The project was evaluated using a range of UX and gamification KPIs, which highlighted the positive effects of the design decisions. Engagement increased significantly, with streak mechanics encouraging daily interaction and consistent use of the app. Retention also improved, as the reward systems provided strong incentives for users to return over time. Completion rates were higher compared to traditional health apps, as the quest structure motivated users to reach their goals more frequently.
The evaluation revealed several important lessons. One clear strength was that gamification effectively boosted motivation and engagement, making healthy behaviors feel rewarding. However, a key challenge emerged in finding the right balance between playful features and medical validity, as the app needed to maintain credibility while still being enjoyable. Reflecting on the overall process, the team identified the Empathize and Test phases of Design Thinking as the most valuable, since they provided insights that directly shaped both the concept and subsequent iterations.
Looking ahead, the project presents several opportunities for further development. Social features such as friend lists and co-op quests could enhance engagement by building community around the app. AI-driven personalization has the potential to deliver more relevant and individualized sleep recommendations. In addition, partnerships with universities and companies could help expand the user base and position the app as a long-term solution for healthier habits.
The project was supported by a range of resources, including literature and articles on gamification and health psychology, competitor analyses of health and fitness apps, and academic sources on both Design Thinking and motivational theory. These references provided valuable guidance for combining playful interaction with evidence-based health insights.
Wireframes and clickable prototypes were developed in Figma to simulate the app’s flows and reward systems. Through iterations, mystery boxes and cosmetic rewards emerged as central features, as they strongly contributed to user motivation and the "fun factor."
User Testing & Feedback
Final Solution
Metrics & Results
Insights & Lessons Learned
Future Opportunities
References
Wireframes & Iterations












Sleepocalypse shows how gamification can make healthy routines engaging for young adults. By turning sleep into coins and steps into XP, and adding rewards like streaks, quests, and mystery boxes, the app boosted engagement, retention, and completion rates. The project highlighted the value of user centered design while pointing to future opportunities such as social features, AI-driven personalization, and broader partnerships.
The project followed Design Thinking as its guiding framework, moving through the stages Empathize, Define, Ideate, Prototype, Test, and Implement. This approach kept the work strongly user-centered and ensured that decisions were grounded in real needs rather than assumptions. Early research helped the team build empathy with the target group and translate insights into clear problem statements.
From there, brainstorming sessions and concept sketches generated a range of possible solutions, which were quickly transformed into prototypes in Figma. These prototypes were tested with users, and the feedback collected allowed the team to refine mechanics, flows, and reward systems through several iterations. By continuously cycling between prototyping and testing, the team was able to develop a final solution that combined engaging gamification with user-validated design choices, making Sleepocalypse both motivating and relevant for its audience.
