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Futuregames · Prototyping & UI

Academic concept · not an official municipal service

HBG Self-Esteem

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.

High-fidelity prototype · March 2026
The individual high-fidelity home screen after the March 2026 redesign.
Period
November 2025 — March 2026
My role
Research, gamification, prototype integration & individual UI redesign

01 / Understand

Confidence grows when progress becomes visible.

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?

01

Evidence over empty encouragement

Research pointed toward showing what a person had already completed—not relying only on motivational language.

02

A route, not a vague ambition

Step-by-step plans and manageable challenges made difficult goals feel more concrete.

03

Support without social pressure

The qualitative interview cautioned against notifications and community features becoming another source of pressure.

28
survey responses
1
qualitative interview
Multiple
usability sessions

Methods used

  • Survey
  • Interview
  • How Might We
  • Sitemap
  • Crazy 8s
  • Clickable Figma prototype

02 / Build, test, refocus

One concept. Three distinct passes.

Keeping the phases separate makes the work—and the ownership—clear.

  1. Nov—Dec 2025Group work

    Frame the problem

    The team turned research into personal goals, supportive guides, inspiration, and a gamified challenge map inside a clickable mid-fidelity prototype.

  2. December 2025Follow-up course

    Put the flow in front of people

    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.

  3. March 2026Individual work

    Protect the idea, remove the noise

    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 strongest feature was buried inside the busiest interface.

The useful signal was not simply that the first prototype felt unfinished. Testing showed exactly what to keep and what to reconsider.

01

Too much cognitive energy

The text-heavy inspiration area lacked a clear purpose and competed with the core task.

02

Split attention

Two-column layouts made hierarchy unclear; one participant missed half of the challenge screen.

03

Missing system feedback

After creating a goal, no visible confirmation explained where it went or what to do next.

03 / Before and after

Keep the climb. Clear the path.

Three screens show how the same concept became quieter, clearer, and more deliberate.

01From feature menu to next action

From feature menu to next action

The start screen stopped treating every function as equally important and instead made the active goal the visual anchor.

  • Removed the separate Boost / inspiration area
  • Made the active goal and continue action primary
  • Moved guides into a secondary, lower section
BeforeThe group prototype presented several competing destinations at once.
AfterThe revamp creates one primary path and makes guides secondary.

02From split screen to guided route

From 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.

  • Replaced competing columns with horizontal layers
  • Preserved the map and emphasized the active step
  • Added hover states and a confirmation toast
BeforeThe split layout made the challenge map easy to overlook.
AfterThe new hierarchy reads from goal context into the next active step.

03From assignments to supportive guidance

From assignments to supportive guidance

Guides became an optional source of practical tips rather than another list of things the user had to complete.

  • Used imagery to preview each topic
  • Shifted the tone from instructions to suggestions
  • Added stronger structure, scroll cues, and a summary
BeforeThe first guide hub offered little visual context for each topic.
AfterThe updated hub uses imagery and supportive language to set expectations.

04 / Responsibility

A group foundation, then focused individual ownership.

The project demonstrates two different modes of design work without blending their contributions together.

Part 1 · Group

Research and mid-fidelity concept

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

High-fidelity UI revamp

I translated testing findings into the new hierarchy, reusable components, interactions, visual system, accessibility review, prototype flow, report, and final presentation.

Accessibility review

Measured improvements—and one unresolved trade-off.

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.

2.5:1
earlier step-label contrast
4.5:1
revised step-label contrast
24px+
planned icon size

05 / Outcome

A case study in editing, not adding.

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.

What this work demonstrates

  • Turning research and usability evidence into concrete interface decisions
  • Protecting a well-received interaction while removing weaker features
  • Working across collaborative discovery and independent execution

Project status

Academic prototype · completed March 2026

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Elmer Almer Ershagen© 2026