Behavior Change and Gamification Smoking Cessation Aid
Project Overview
The Challenge
Smoking remains the leading cause of preventable illness and death. The challenge was to develop a gamified solution that effectively changes user behavior, providing the support and motivation needed for users to quit smoking and remain abstinent. The goal was to create an experience that not only motivates users but also keeps them engaged over time.
The Process
Quest’s design was built on extensive research, including insights from a medical white paper on financial incentives for smoking cessation. We developed a detailed persona representing our target user and mapped out a user flow to ensure a seamless experience. The app’s gamified elements were organized using a game element hierarchy, structured around dynamics, mechanics, and components, to create a rich, engaging user experience.
The process was divided into four phases:
1. Discovery: Addressed intrinsic motivation and provided users with the tools to understand how Quest can help them quit smoking.
2. Onboarding: Customized the user experience through personalized data entry, quit date selection, and team building.
3. Scaffolding: Offered nudges,streak-based rewards, and challenges to maintain momentum and foster progress.
4. Endgame: Allowed users to become Quest Ambassadors, reinforcing the sense of accomplishment and encouraging long-term engagement.
Each phase emphasized the cycle of motivation, action, and feedback to drive user engagement and support behavior change.