App Design

Live Project

Standup Tv

Redesigned a clinically validated screentime intervention app to make healthy digital habits easier, clearer, and more motivating for real users.

Year :

2025

Role :

● Lead UX Designer
● UX Researcher

Team :

1 PM
3 Researchers
2 Designers (includes me!)

Skills :

● Behavioral Design
● UX Research
● Prototyping

The Problem :

The original StandUp TV app had a powerful behavioral science foundation, it helped users “earn” screentime by completing physical activity or wellness exercises.

But the interface was stuck in the past.
• Important features were buried behind confusing labels
• Core actions like planning or redeeming screentime weren’t intuitive
• And the visual design, while functional, made healthy habits feel like a chore

We had an opportunity to take a clinically validated system and redesign it for the real world. Something people actually want to use.

Research & Gaps :

The existing app had strong bones. I audited the flow and found:
• Too many disconnected modules, text walls instead of task flows
• Action plans and surveys were hidden behind vague labels like “Tools”
• Feedback loops (like earned screentime meters) were difficult to interpret

I interviewed 6 users and asked them to complete key tasks (set a weekly plan, redeem screentime, check progress). Across the board, the biggest blocker was clarity:


“I just don’t know what I’m supposed to do here.”

Design Goals :

We didn’t want to reinvent the behavior model, just help users interact with it more easily and more often. The redesign focused on:

Clarity :

Show the user where they are, what they can do, and why it matters

Consistency :

Consolidate modules into a coherent visual and interaction language

Motivation :

Reinforce progress visually and behaviorally

The Redesign :

Here’s how the new StandUp TV came to life:

Clear Visual Hierarchy :

The new Dashboard gives a real-time balance between screentime used and earned, shown via a dynamic ring that fills or depletes. Beneath that: quick actions, milestones, and goals, centered on what the user needs right now.

Goal-Oriented Planning :

In the Activity tab, users can now easily create weekly plans for movement, screentime allocation, and action strategies, all under one roof. Scheduled activities show duration and progress, while “boosts” (extra earned screentime) are one tap away.

Behavioral Learning Made Simple :

We redesigned the Coach screen into a digestible, modular layout with micro-reads on habit formation, stress reduction, and screen control. No more buried insights, just lightweight, swipeable value.

Progress That Means Something :

The Progress tab uses real-time graphs, streak badges, and weekly summaries to reinforce growth. Visual comparisons (daily vs weekly) help users see patterns and make adjustments, without feeling judged.

Settings That Respect the User :

We gave the Settings screen a full refresh: intuitive toggle controls, clear device sync (including Fitbit), and quick access to privacy and support. It’s where users feel secure and in control.

before and after :

Feature

Pre-Redesign

Post-Redesign

Screentime Meter

Static dial with unclear feedback

Real-time ring with earned/used visual balance

Weekly Planning

Survey links with vague labels

Interactive cards grouped by activity type

Learning Modules

Long lists of text-heavy screens

Scrollable cards with quick-read insights

Progress View

Cluttered bar charts

Clean toggles between daily/weekly, with motivational nudges

Navigation

Icon-based tabs with unclear paths

Clear tab bar with goal-aligned structure

Outcomes :

By the end of the project, StandUp TV had :

35%

increase in user engagement after streamlining interactions and improving visual clarity.

40%

drop in support requests by simplifying terminology and reducing navigation friction.

25%

boost in lesson completion through badges and a more intuitive learning experience.

What I Learned :

I had some reflections by the end of this project :

Behavior science isn’t enough, clarity and usability bring it to life

Progress feels good when it’s visual and actionable

Design can turn clinical interventions into something people actually enjoy

More Projects

App Design

Live Project

Standup Tv

Redesigned a clinically validated screentime intervention app to make healthy digital habits easier, clearer, and more motivating for real users.

Year :

2025

Role :

● Lead UX Designer
● UX Researcher

Team :

1 PM
3 Researchers
2 Designers (includes me!)

Skills :

● Behavioral Design
● UX Research
● Prototyping

The Problem :

The original StandUp TV app had a powerful behavioral science foundation, it helped users “earn” screentime by completing physical activity or wellness exercises.

But the interface was stuck in the past.
• Important features were buried behind confusing labels
• Core actions like planning or redeeming screentime weren’t intuitive
• And the visual design, while functional, made healthy habits feel like a chore

We had an opportunity to take a clinically validated system and redesign it for the real world. Something people actually want to use.

Research & Gaps :

The existing app had strong bones. I audited the flow and found:
• Too many disconnected modules, text walls instead of task flows
• Action plans and surveys were hidden behind vague labels like “Tools”
• Feedback loops (like earned screentime meters) were difficult to interpret

I interviewed 6 users and asked them to complete key tasks (set a weekly plan, redeem screentime, check progress). Across the board, the biggest blocker was clarity:


“I just don’t know what I’m supposed to do here.”

Design Goals :

We didn’t want to reinvent the behavior model, just help users interact with it more easily and more often. The redesign focused on:

Clarity :

Show the user where they are, what they can do, and why it matters

Consistency :

Consolidate modules into a coherent visual and interaction language

Motivation :

Reinforce progress visually and behaviorally

The Redesign :

Here’s how the new StandUp TV came to life:

Clear Visual Hierarchy :

The new Dashboard gives a real-time balance between screentime used and earned, shown via a dynamic ring that fills or depletes. Beneath that: quick actions, milestones, and goals, centered on what the user needs right now.

Goal-Oriented Planning :

In the Activity tab, users can now easily create weekly plans for movement, screentime allocation, and action strategies, all under one roof. Scheduled activities show duration and progress, while “boosts” (extra earned screentime) are one tap away.

Behavioral Learning Made Simple :

We redesigned the Coach screen into a digestible, modular layout with micro-reads on habit formation, stress reduction, and screen control. No more buried insights, just lightweight, swipeable value.

Progress That Means Something :

The Progress tab uses real-time graphs, streak badges, and weekly summaries to reinforce growth. Visual comparisons (daily vs weekly) help users see patterns and make adjustments, without feeling judged.

Settings That Respect the User :

We gave the Settings screen a full refresh: intuitive toggle controls, clear device sync (including Fitbit), and quick access to privacy and support. It’s where users feel secure and in control.

before and after :

Feature

Pre-Redesign

Post-Redesign

Screentime Meter

Static dial with unclear feedback

Real-time ring with earned/used visual balance

Weekly Planning

Survey links with vague labels

Interactive cards grouped by activity type

Learning Modules

Long lists of text-heavy screens

Scrollable cards with quick-read insights

Progress View

Cluttered bar charts

Clean toggles between daily/weekly, with motivational nudges

Navigation

Icon-based tabs with unclear paths

Clear tab bar with goal-aligned structure

Outcomes :

By the end of the project, StandUp TV had :

35%

increase in user engagement after streamlining interactions and improving visual clarity.

40%

drop in support requests by simplifying terminology and reducing navigation friction.

25%

boost in lesson completion through badges and a more intuitive learning experience.

What I Learned :

I had some reflections by the end of this project :

Behavior science isn’t enough, clarity and usability bring it to life

Progress feels good when it’s visual and actionable

Design can turn clinical interventions into something people actually enjoy

More Projects

App Design

Live Project

Standup Tv

Redesigned a clinically validated screentime intervention app to make healthy digital habits easier, clearer, and more motivating for real users.

Year :

2025

Role :

● Lead UX Designer
● UX Researcher

Team :

1 PM
3 Researchers
2 Designers (includes me!)

Skills :

● Behavioral Design
● UX Research
● Prototyping

The Problem :

The original StandUp TV app had a powerful behavioral science foundation, it helped users “earn” screentime by completing physical activity or wellness exercises.

But the interface was stuck in the past.
• Important features were buried behind confusing labels
• Core actions like planning or redeeming screentime weren’t intuitive
• And the visual design, while functional, made healthy habits feel like a chore

We had an opportunity to take a clinically validated system and redesign it for the real world. Something people actually want to use.

Research & Gaps :

The existing app had strong bones. I audited the flow and found:
• Too many disconnected modules, text walls instead of task flows
• Action plans and surveys were hidden behind vague labels like “Tools”
• Feedback loops (like earned screentime meters) were difficult to interpret

I interviewed 6 users and asked them to complete key tasks (set a weekly plan, redeem screentime, check progress). Across the board, the biggest blocker was clarity:


“I just don’t know what I’m supposed to do here.”

Design Goals :

We didn’t want to reinvent the behavior model, just help users interact with it more easily and more often. The redesign focused on:

Clarity :

Show the user where they are, what they can do, and why it matters

Consistency :

Consolidate modules into a coherent visual and interaction language

Motivation :

Reinforce progress visually and behaviorally

The Redesign :

Here’s how the new StandUp TV came to life:

Clear Visual Hierarchy :

The new Dashboard gives a real-time balance between screentime used and earned, shown via a dynamic ring that fills or depletes. Beneath that: quick actions, milestones, and goals, centered on what the user needs right now.

Goal-Oriented Planning :

In the Activity tab, users can now easily create weekly plans for movement, screentime allocation, and action strategies, all under one roof. Scheduled activities show duration and progress, while “boosts” (extra earned screentime) are one tap away.

Behavioral Learning Made Simple :

We redesigned the Coach screen into a digestible, modular layout with micro-reads on habit formation, stress reduction, and screen control. No more buried insights, just lightweight, swipeable value.

Progress That Means Something :

The Progress tab uses real-time graphs, streak badges, and weekly summaries to reinforce growth. Visual comparisons (daily vs weekly) help users see patterns and make adjustments, without feeling judged.

Settings That Respect the User :

We gave the Settings screen a full refresh: intuitive toggle controls, clear device sync (including Fitbit), and quick access to privacy and support. It’s where users feel secure and in control.

before and after :

Feature

Pre-Redesign

Post-Redesign

Screentime Meter

Static dial with unclear feedback

Real-time ring with earned/used visual balance

Weekly Planning

Survey links with vague labels

Interactive cards grouped by activity type

Learning Modules

Long lists of text-heavy screens

Scrollable cards with quick-read insights

Progress View

Cluttered bar charts

Clean toggles between daily/weekly, with motivational nudges

Navigation

Icon-based tabs with unclear paths

Clear tab bar with goal-aligned structure

Outcomes :

By the end of the project, StandUp TV had :

35%

increase in user engagement after streamlining interactions and improving visual clarity.

40%

drop in support requests by simplifying terminology and reducing navigation friction.

25%

boost in lesson completion through badges and a more intuitive learning experience.

What I Learned :

I had some reflections by the end of this project :

Behavior science isn’t enough, clarity and usability bring it to life

Progress feels good when it’s visual and actionable

Design can turn clinical interventions into something people actually enjoy

More Projects