Evidence over empty encouragement
Research pointed toward showing what a person had already completed—not relying only on motivational language.
Futuregames · Prototyping & UI
Academic concept · not an official municipal service
Make the next step feel possible.
A two-part UX case that moved from group research and a mid-fidelity concept to usability testing and an individual high-fidelity redesign.
01 / Understand
The team framed an academic concept for a municipal employment-support context. The intended audience was young adults whose fear of failure, performance pressure, or low self-esteem could make work, study, and everyday goals harder to approach.
Design question
“How might a digital tool help someone build confidence through small, visible steps toward a goal?”
Research pointed toward showing what a person had already completed—not relying only on motivational language.
Step-by-step plans and manageable challenges made difficult goals feel more concrete.
The qualitative interview cautioned against notifications and community features becoming another source of pressure.
Methods used
02 / Build, test, refocus
Keeping the phases separate makes the work—and the ownership—clear.
The team turned research into personal goals, supportive guides, inspiration, and a gamified challenge map inside a clickable mid-fidelity prototype.
The prototype was reused in a user-testing course. Multiple sessions exposed where the concept demanded too much attention or failed to explain what had happened.
I rebuilt the key flows as a high-fidelity prototype, applied the municipal visual language, and made the challenge map—not the feature count—the center of the experience.
What testing changed
The useful signal was not simply that the first prototype felt unfinished. Testing showed exactly what to keep and what to reconsider.
The text-heavy inspiration area lacked a clear purpose and competed with the core task.
Two-column layouts made hierarchy unclear; one participant missed half of the challenge screen.
After creating a goal, no visible confirmation explained where it went or what to do next.
03 / Before and after
Three screens show how the same concept became quieter, clearer, and more deliberate.
01From feature menu to next action
The start screen stopped treating every function as equally important and instead made the active goal the visual anchor.
02From split screen to guided route
The goal summary and secondary create action moved above a full-width challenge map, so the page could be read in one direction.
03From assignments to supportive guidance
Guides became an optional source of practical tips rather than another list of things the user had to complete.
04 / Responsibility
The project demonstrates two different modes of design work without blending their contributions together.
Part 1 · Group
I helped move the work forward, set up and share the Figma and presentation files, contributed to research and ideation, owned much of the gamification work, built desktop flows, and connected the final frames.
Part 2 · Individual
I translated testing findings into the new hierarchy, reusable components, interactions, visual system, accessibility review, prototype flow, report, and final presentation.
Accessibility review
The redesign used a summative checklist for hierarchy, feedback, readability, and accessibility. Step labels and header icons were darkened, and interaction targets were considered from the start.
05 / Outcome
The final result was a presentation-ready high-fidelity prototype with a desktop flow and a proposed mobile hierarchy. It was not shipped, and the March redesign was not re-tested with participants.
Project status
Academic prototype · completed March 2026