A gamified wellness app for building sustainable walking habits

StepStage addresses a gap in fitness apps by focusing on sustained motivation rather than step tracking alone. Based on a University of Pennsylvania research study on loss-framed incentives, I designed an experience that helps users build consistent walking habits through structured progression and motivational reinforcement. The app combines behavioral nudges, emotionally engaging feedback, and clear achievement pathways to transform walking into a meaningful and rewarding experience. By balancing extrinsic triggers with intrinsic motivation, StepStage supports long-term behavior change and sustainable habit formation.

StepStage

Role

Product Designer

Project

Academic

Platform

Mobile

Timeline

May 2025 - July 2025

StepStage

A gamified wellness app for building sustainable walking habits

StepStage addresses a gap in fitness apps by focusing on sustained motivation rather than step tracking alone. Based on a University of Pennsylvania research study on loss-framed incentives, I designed an experience that helps users build consistent walking habits through structured progression and motivational reinforcement. The app combines behavioral nudges, emotionally engaging feedback, and clear achievement pathways to transform walking into a meaningful and rewarding experience. By balancing extrinsic triggers with intrinsic motivation, StepStage supports long-term behavior change and sustainable habit formation.

Role

Product Designer

Project

Academic

Platform

Mobile

Timeline

May 2025 - July 2025

StepStage

A gamified wellness app for building sustainable walking habits

StepStage addresses a gap in fitness apps by focusing on sustained motivation rather than step tracking alone. Based on a University of Pennsylvania research study on loss-framed incentives, I designed an experience that helps users build consistent walking habits through structured progression and motivational reinforcement. The app combines behavioral nudges, emotionally engaging feedback, and clear achievement pathways to transform walking into a meaningful and rewarding experience. By balancing extrinsic triggers with intrinsic motivation, StepStage supports long-term behavior change and sustainable habit formation.

Role

Product Designer

Project

Academic

Platform

Mobile

Timeline

May 2025 - July 2025

Problem

Despite growing awareness of physical health, many adults especially those with sedentary lifestyles struggle to maintain consistent walking habits. Most fitness apps focus on tracking data but lack emotional triggers and accountability systems needed to sustain motivation.

A 26 week randomized controlled trial by the University of Pennsylvania tested different financial incentive models to increase daily step counts. The loss framed model, where participants were given money upfront and lost it if they missed goals, achieved the highest adherence rate at 45 percent. However, once incentives ended, activity levels declined across all groups.

Insight: Loss aversion drives short term action, but it does not build long term behavioral identity.

The intervention was effective, yet motivationally unbalanced. It relied heavily on extrinsic pressure and lacked intrinsic reinforcement.

The opportunity was not to change the incentive, but to redesign the experience around it.

Link for Research Paper

Solution

StepStage is a gamified mobile app that uses behavioral nudges, loss framed incentives, habit loops, and player motivation models to help users build sustainable walking routines. It transforms health goals into engaging, game like missions that feel emotionally rewarding and psychologically effective.

I designed StepStage to translate a research backed incentive model into a structured motivational system.

Strategic Design Decisions

Retained loss aversion as a behavioral trigger

Balanced it with intrinsic motivation such as competence and autonomy

Introduced structured progression from Discovery to Endgame

Selected a data driven Rockstar persona based on motivational analysis

Designed reinforcement loops beyond financial stakes

Applied Octalysis to rebalance White Hat and Black Hat drivers

View Prototype

Impact and Result

Motivational Impact

Before (Research Model):

Strong Loss & Avoidance

Strong Accomplishment

Weak Ownership

No Social Influence

Heavy Black Hat motivation

After (StepStage):

Balanced Loss & Accomplishment

Increased Ownership through streaks

Structured progression journey

Greater Autonomy

Strengthened intrinsic reinforcement

Behavioral Impact

Maintains short-term effectiveness of loss aversion

Reduces motivational drop-off through intrinsic layering

Strengthens sense of competence and ownership

Encourages habit internalization beyond incentives

Design Process

Research & Behavioral Insights

Studied the UPenn RCT on gamified incentives

Compared loss-framed vs. gain-framed vs. lottery systems

I studied the research paper in depth to understand:

Study structure (26 weeks, 4 groups)

Behavioral framing (gain vs loss vs lottery)

Drop-off patterns after intervention

Psychological drivers behind adherence

Key insight:
Loss aversion works, but does not sustain behavior without intrinsic support.

Intrinsic Motivation Mapping – Self-Determination Theory (SDT)

I mapped the findings of the UPenn research paper to Self-Determination Theory to identify how its incentive structures could address three core psychological needs — Competence, Relatedness, and Autonomy — in my app design.

Social Boost: Completing challenges in shared environments (e.g., workplace) can spark peer encouragement

Confidence Grows: Visible progress reinforces self-belief, especially in users starting from low activity levels

Goal Mastery: Achieving the 7000-step goal repeatedly strengthens confidence and skill

Learning Skills: Adapting daily routines to include more walking

Freedom to walk when and how users choose

Flexibility to adapt activity to personal schedules

Extrinsic Motivation

Daily Financial Incentives for performance

Loss Aversion Penalties for missed goals

Lottery Rewards introducing unpredictability and excitement

Feedback based on daily performance

Employer-Backed Goals for public health improvement

Rewards System

Type

Examples

$25 sign-up bonus, $75 after 13 weeks, $1.40/day for goal completion, up to $50/day lottery prizes, $42/month deducted for missed goals

Improved health outcomes, long-term behavior change, daily feedback, motivation from consistent performance metrics

Tangible Rewards

Intangible Rewards

Game Element Pyramid Analysis

Before designing UI, I deconstructed the intervention into:

Dynamics - Big picture of the gamified system
Emotion, narrative, relationship, progression, constraints

Mechanics - Basic processes that drive action and engage the player

Challenge loop, daily reset, win/loss states, variable rewards

Components - Specific ‘things’ that drive gamification

Incentives, step tracking, feedback system

This clarified the behavioral structure driving the experiment.

Octalysis Evaluation

I evaluated the intervention using the Octalysis framework.

Strong Core Drives:

Loss & Avoidance

Development & Accomplishment

Unpredictability

Weak Core Drives:

Ownership

Social Influence

Empowerment

The system was effective but heavily Black Hat-driven (pressure, urgency, fear).

This confirmed the need for balance.

Gamification Framework For Product Design

Define business objectives

The primary objective was not just increasing step counts, but creating sustainable walking behavior.

Key goals:

Improve daily walking consistency

Reduce sedentary lifestyle risk

Increase long-term habit retention

Move beyond short-term incentive compliance

Create a scalable wellness model

This shifted the focus from “step tracking” to “behavior transformation.”

Delineate Target Behaviors

Instead of broad health goals, I defined specific measurable behaviors:

Primary Behavior:

Walk 7000 steps daily

Secondary Behaviors:

Stay consistent for 26 weeks

Maintain streaks

Engage with daily progress feedback

Continue walking beyond incentive period

I mapped these behaviors across a 4-stage journey:

Discovery → Onboarding → Scaffolding → Endgame

Each stage gradually increases commitment and habit strength.

Describe Your Players

Gamification research shows that different users are motivated by different psychological drivers.

Based on my Octalysis analysis, the system strongly activated:

Achievement

Loss avoidance

Structured progression

This aligns with an achievement-driven player type.

I selected the Rockstar persona:

Goal-oriented

Motivated by measurable progress

Responds to structured challenges

Enjoys mastery and streak systems

Performs well under performance tension

Designing for this persona ensured alignment between the motivational structure and the user profile.

Devise Activities & Progression

I designed engagement loops and progression systems to sustain motivation.

Engagement Loops

Daily Loop:

Walk → Track progress → Receive feedback → Protect incentive → Repeat

Reinforcement Loop:

Complete goal → Strengthen streak → Increase sense of mastery

Motivation Loop:

Risk losing reward → Trigger urgency → Complete challenge → Relief and accomplishment

Progression Stages

Discovery: User understands the challenge and commits to daily walking.

Onboarding: User sets up goal, understands incentive structure, and begins first streak.

Scaffolding: Daily feedback, streak building, and mastery reinforcement strengthen behavior.

Endgame: Focus shifts from financial reward to habit identity and personal accomplishment.

This structured journey ensures behavior moves from external motivation to internalized habit.

Don’t Forget the Fun

To prevent the system from feeling purely pressure-driven, I incorporated light engagement elements:

Progress visualization

Achievement moments

Character driven identity (Rockstar persona)

Emotional reinforcement messages

These elements reduce stress while maintaining motivation.

Deploy Appropriate Tools

Based on the behavioral goals, I deployed:

Reward mechanisms (gain, loss, lottery)

Daily feedback system

Streak psychology

Scarcity through daily reset

Visual progress indicators

Structured milestone system

Each tool was selected intentionally to support specific motivational drivers.

What I Learned

Short term compliance is not long term habit.

Gamification is architecture, not decoration.

Black Hat drivers create urgency, but White Hat drivers sustain retention.

Persona strategy should be derived from motivational analysis.

Research validates behavior. Design transforms it into experience.

Problem

Despite growing awareness of physical health, many adults especially those with sedentary lifestyles struggle to maintain consistent walking habits. Most fitness apps focus on tracking data but lack emotional triggers and accountability systems needed to sustain motivation.

A 26 week randomized controlled trial by the University of Pennsylvania tested different financial incentive models to increase daily step counts. The loss framed model, where participants were given money upfront and lost it if they missed goals, achieved the highest adherence rate at 45 percent. However, once incentives ended, activity levels declined across all groups.

Insight: Loss aversion drives short term action, but it does not build long term behavioral identity.

The intervention was effective, yet motivationally unbalanced. It relied heavily on extrinsic pressure and lacked intrinsic reinforcement.

The opportunity was not to change the incentive, but to redesign the experience around it.

Link for Research Paper

Solution

StepStage is a gamified mobile app that uses behavioral nudges, loss framed incentives, habit loops, and player motivation models to help users build sustainable walking routines. It transforms health goals into engaging, game like missions that feel emotionally rewarding and psychologically effective.

I designed StepStage to translate a research backed incentive model into a structured motivational system.

Strategic Design Decisions

Retained loss aversion as a behavioral trigger

Balanced it with intrinsic motivation such as competence and autonomy

Introduced structured progression from Discovery to Endgame

Selected a data driven Rockstar persona based on motivational analysis

Designed reinforcement loops beyond financial stakes

Applied Octalysis to rebalance White Hat and Black Hat drivers

View Prototype

Impact and Result

Motivational Impact

Before (Research Model):

Strong Loss & Avoidance

Strong Accomplishment

Weak Ownership

No Social Influence

Heavy Black Hat motivation

After (StepStage):

Balanced Loss & Accomplishment

Increased Ownership through streaks

Structured progression journey

Greater Autonomy

Strengthened intrinsic reinforcement

Behavioral Impact

Maintains short-term effectiveness of loss aversion

Reduces motivational drop-off through intrinsic layering

Strengthens sense of competence and ownership

Encourages habit internalization beyond incentives

Design Process

Research & Behavioral Insights

Studied the UPenn RCT on gamified incentives

Compared loss-framed vs. gain-framed vs. lottery systems

I studied the research paper in depth to understand:

Study structure (26 weeks, 4 groups)

Behavioral framing (gain vs loss vs lottery)

Drop-off patterns after intervention

Psychological drivers behind adherence

Key insight:
Loss aversion works, but does not sustain behavior without intrinsic support.

Intrinsic Motivation Mapping – Self-Determination Theory (SDT)

I mapped the findings of the UPenn research paper to Self-Determination Theory to identify how its incentive structures could address three core psychological needs — Competence, Relatedness, and Autonomy — in my app design.

Goal Mastery: Achieving the 7000-step goal repeatedly strengthens confidence and skill

Learning Skills: Adapting daily routines to include more walking

Social Boost: Completing challenges in shared environments (e.g., workplace) can spark peer encouragement

Confidence Grows: Visible progress reinforces self-belief, especially in users starting from low activity levels

Freedom to walk when and how users choose

Flexibility to adapt activity to personal schedules

Extrinsic Motivation

Daily Financial Incentives for performance

Loss Aversion Penalties for missed goals

Lottery Rewards introducing unpredictability and excitement

Feedback based on daily performance

Employer-Backed Goals for public health improvement

Rewards System

Type

Examples

$25 sign-up bonus, $75 after 13 weeks, $1.40/day for goal completion, up to $50/day lottery prizes, $42/month deducted for missed goals

Improved health outcomes, long-term behavior change, daily feedback, motivation from consistent performance metrics

Tangible Rewards

Intangible Rewards

Game Element Pyramid Analysis

Before designing UI, I deconstructed the intervention into:

Dynamics - Big picture of the gamified system
Emotion, narrative, relationship, progression, constraints

Mechanics - Basic processes that drive action and engage the player

Challenge loop, daily reset, win/loss states, variable rewards

Components - Specific ‘things’ that drive gamification

Incentives, step tracking, feedback system

This clarified the behavioral structure driving the experiment.

Octalysis Evaluation

I evaluated the intervention using the Octalysis framework.

Strong Core Drives:

Loss & Avoidance

Development & Accomplishment

Unpredictability

Weak Core Drives:

Ownership

Social Influence

Empowerment

The system was effective but heavily Black Hat-driven (pressure, urgency, fear).

This confirmed the need for balance.

Gamification Framework For Product Design

Define business objectives

The primary objective was not just increasing step counts, but creating sustainable walking behavior.

Key goals:

Improve daily walking consistency

Reduce sedentary lifestyle risk

Increase long-term habit retention

Move beyond short-term incentive compliance

Create a scalable wellness model

This shifted the focus from “step tracking” to “behavior transformation.”

Delineate Target Behaviors

Instead of broad health goals, I defined specific measurable behaviors:

Primary Behavior:

Walk 7000 steps daily

Secondary Behaviors:

Stay consistent for 26 weeks

Maintain streaks

Engage with daily progress feedback

Continue walking beyond incentive period

I mapped these behaviors across a 4-stage journey:

Discovery → Onboarding → Scaffolding → Endgame

Each stage gradually increases commitment and habit strength.

Describe Your Players

Gamification research shows that different users are motivated by different psychological drivers.

Based on my Octalysis analysis, the system strongly activated:

Achievement

Loss avoidance

Structured progression

This aligns with an achievement-driven player type.

I selected the Rockstar persona:

Goal-oriented

Motivated by measurable progress

Responds to structured challenges

Enjoys mastery and streak systems

Performs well under performance tension

Designing for this persona ensured alignment between the motivational structure and the user profile.

Devise Activities & Progression

I designed engagement loops and progression systems to sustain motivation.

Engagement Loops

Daily Loop:

Walk → Track progress → Receive feedback → Protect incentive → Repeat

Reinforcement Loop:

Complete goal → Strengthen streak → Increase sense of mastery

Motivation Loop:

Risk losing reward → Trigger urgency → Complete challenge → Relief and accomplishment

Progression Stages

Discovery: User understands the challenge and commits to daily walking.

Onboarding: User sets up goal, understands incentive structure, and begins first streak.

Scaffolding: Daily feedback, streak building, and mastery reinforcement strengthen behavior.

Endgame: Focus shifts from financial reward to habit identity and personal accomplishment.

This structured journey ensures behavior moves from external motivation to internalized habit.

Don’t Forget the Fun

To prevent the system from feeling purely pressure-driven, I incorporated light engagement elements:

Progress visualization

Achievement moments

Character driven identity (Rockstar persona)

Emotional reinforcement messages

These elements reduce stress while maintaining motivation.

Deploy Appropriate Tools

Based on the behavioral goals, I deployed:

Reward mechanisms (gain, loss, lottery)

Daily feedback system

Streak psychology

Scarcity through daily reset

Visual progress indicators

Structured milestone system

Each tool was selected intentionally to support specific motivational drivers.

What I Learned

Short term compliance is not long term habit.

Gamification is architecture, not decoration.

Black Hat drivers create urgency, but White Hat drivers sustain retention.

Persona strategy should be derived from motivational analysis.

Research validates behavior. Design transforms it into experience.

Problem

Despite growing awareness of physical health, many adults especially those with sedentary lifestyles struggle to maintain consistent walking habits. Most fitness apps focus on tracking data but lack emotional triggers and accountability systems needed to sustain motivation.

A 26 week randomized controlled trial by the University of Pennsylvania tested different financial incentive models to increase daily step counts. The loss framed model, where participants were given money upfront and lost it if they missed goals, achieved the highest adherence rate at 45 percent. However, once incentives ended, activity levels declined across all groups.

Insight: Loss aversion drives short term action, but it does not build long term behavioral identity.

The intervention was effective, yet motivationally unbalanced. It relied heavily on extrinsic pressure and lacked intrinsic reinforcement.

The opportunity was not to change the incentive, but to redesign the experience around it.

Link for Research Paper

Solution

StepStage is a gamified mobile app that uses behavioral nudges, loss framed incentives, habit loops, and player motivation models to help users build sustainable walking routines. It transforms health goals into engaging, game like missions that feel emotionally rewarding and psychologically effective.

I designed StepStage to translate a research backed incentive model into a structured motivational system.

Strategic Design Decisions

Retained loss aversion as a behavioral trigger

Balanced it with intrinsic motivation such as competence and autonomy

Introduced structured progression from Discovery to Endgame

Selected a data driven Rockstar persona based on motivational analysis

Designed reinforcement loops beyond financial stakes

Applied Octalysis to rebalance White Hat and Black Hat drivers

View Prototype

Impact and Result

Motivational Impact

Before (Research Model):

Strong Loss & Avoidance

Strong Accomplishment

Weak Ownership

No Social Influence

Heavy Black Hat motivation

After (StepStage):

Balanced Loss & Accomplishment

Increased Ownership through streaks

Structured progression journey

Greater Autonomy

Strengthened intrinsic reinforcement

Behavioral Impact

Maintains short-term effectiveness of loss aversion

Reduces motivational drop-off through intrinsic layering

Strengthens sense of competence and ownership

Encourages habit internalization beyond incentives

Design Process

Research & Behavioral Insights

Studied the UPenn RCT on gamified incentives

Compared loss-framed vs. gain-framed vs. lottery systems

I studied the research paper in depth to understand:

Study structure (26 weeks, 4 groups)

Behavioral framing (gain vs loss vs lottery)

Drop-off patterns after intervention

Psychological drivers behind adherence

Key insight:
Loss aversion works, but does not sustain behavior without intrinsic support.

Intrinsic Motivation Mapping – Self-Determination Theory (SDT)

I mapped the findings of the UPenn research paper to Self-Determination Theory to identify how its incentive structures could address three core psychological needs — Competence, Relatedness, and Autonomy — in my app design.

Social Boost: Completing challenges in shared environments (e.g., workplace) can spark peer encouragement

Confidence Grows: Visible progress reinforces self-belief, especially in users starting from low activity levels

Goal Mastery: Achieving the 7000-step goal repeatedly strengthens confidence and skill

Learning Skills: Adapting daily routines to include more walking

Freedom to walk when and how users choose

Flexibility to adapt activity to personal schedules

Extrinsic Motivation

Daily Financial Incentives for performance

Loss Aversion Penalties for missed goals

Lottery Rewards introducing unpredictability and excitement

Feedback based on daily performance

Employer-Backed Goals for public health improvement

Rewards System

Type

Examples

$25 sign-up bonus, $75 after 13 weeks, $1.40/day for goal completion, up to $50/day lottery prizes, $42/month deducted for missed goals

Improved health outcomes, long-term behavior change, daily feedback, motivation from consistent performance metrics

Tangible Rewards

Intangible Rewards

Game Element Pyramid Analysis

Before designing UI, I deconstructed the intervention into:

Dynamics - Big picture of the gamified system
Emotion, narrative, relationship, progression, constraints

Mechanics - Basic processes that drive action and engage the player

Challenge loop, daily reset, win/loss states, variable rewards

Components - Specific ‘things’ that drive gamification

Incentives, step tracking, feedback system

This clarified the behavioral structure driving the experiment.

Octalysis Evaluation

I evaluated the intervention using the Octalysis framework.

Strong Core Drives:

Loss & Avoidance

Development & Accomplishment

Unpredictability

Weak Core Drives:

Ownership

Social Influence

Empowerment

The system was effective but heavily Black Hat-driven (pressure, urgency, fear).

This confirmed the need for balance.

Gamification Framework For Product Design

Define business objectives

The primary objective was not just increasing step counts, but creating sustainable walking behavior.

Key goals:

Improve daily walking consistency

Reduce sedentary lifestyle risk

Increase long-term habit retention

Move beyond short-term incentive compliance

Create a scalable wellness model

This shifted the focus from “step tracking” to “behavior transformation.”

Delineate Target Behaviors

Instead of broad health goals, I defined specific measurable behaviors:

Primary Behavior:

Walk 7000 steps daily

Secondary Behaviors:

Stay consistent for 26 weeks

Maintain streaks

Engage with daily progress feedback

Continue walking beyond incentive period

I mapped these behaviors across a 4-stage journey:

Discovery → Onboarding → Scaffolding → Endgame

Each stage gradually increases commitment and habit strength.

Describe Your Players

Gamification research shows that different users are motivated by different psychological drivers.

Based on my Octalysis analysis, the system strongly activated:

Achievement

Loss avoidance

Structured progression

This aligns with an achievement-driven player type.

I selected the Rockstar persona:

Goal-oriented

Motivated by measurable progress

Responds to structured challenges

Enjoys mastery and streak systems

Performs well under performance tension

Designing for this persona ensured alignment between the motivational structure and the user profile.

Devise Activities & Progression

I designed engagement loops and progression systems to sustain motivation.

Engagement Loops

Daily Loop:

Walk → Track progress → Receive feedback → Protect incentive → Repeat

Reinforcement Loop:

Complete goal → Strengthen streak → Increase sense of mastery

Motivation Loop:

Risk losing reward → Trigger urgency → Complete challenge → Relief and accomplishment

Progression Stages

Discovery: User understands the challenge and commits to daily walking.

Onboarding: User sets up goal, understands incentive structure, and begins first streak.

Scaffolding: Daily feedback, streak building, and mastery reinforcement strengthen behavior.

Endgame: Focus shifts from financial reward to habit identity and personal accomplishment.

This structured journey ensures behavior moves from external motivation to internalized habit.

Don’t Forget the Fun

To prevent the system from feeling purely pressure-driven, I incorporated light engagement elements:

Progress visualization

Achievement moments

Character driven identity (Rockstar persona)

Emotional reinforcement messages

These elements reduce stress while maintaining motivation.

Deploy Appropriate Tools

Based on the behavioral goals, I deployed:

Reward mechanisms (gain, loss, lottery)

Daily feedback system

Streak psychology

Scarcity through daily reset

Visual progress indicators

Structured milestone system

Each tool was selected intentionally to support specific motivational drivers.

What I Learned

Short term compliance is not long term habit.

Gamification is architecture, not decoration.

Black Hat drivers create urgency, but White Hat drivers sustain retention.

Persona strategy should be derived from motivational analysis.

Research validates behavior. Design transforms it into experience.