
A Habittracker app
A Universe built on Habits
COMPANY
Student Project
ROLE
UX Designer
EXPERTISE
UX/UI Design
YEAR
2024
Meet Cosmiq — a habit tracker rooted in behavioral psychology and the principles of Atomic Habits.
This project was developed over the course of one semester as part of a university module.
I was fully responsible for the UX and UI design process, while a fellow student contributed the 3D character elements.
How it started…
At the beginning of 2025, I couldn’t even run three kilometers without stopping. On a cold January day, I made a decision: I was going to become a runner. From that day on, I ran almost every single day and surprisingly, it didn’t feel hard at all.
Nine months later, I’ve run 1.658 kilometers and completed two half marathons with a new personal best of 1 hour and 38 minutes.
Understanding Why Habits Fail
My running journey made me wonder why some habits stick — and others don’t.
To find out, I started reading (Atomic Habits, Tiny Habits).
But I also wanted to know if others were struggling with the same things I had experienced. So I asked.
“The first week is easy. It’s when the excitement fades that it gets hard.”
Sophie BWL Student
“It’s not that I don’t have time. I just don’t take the time.”
Chiara Psychology Student
“It feels good to see progress. That’s what keeps me going.”
Josephine Geology Student
“I set goals that are too big. And then I freeze before I even start.”
Helena Student
“Once I’ve told people I’m doing it, I feel like I have to follow through. Otherwise I’m just the person who quits.”
Jonas App Developer
“I don’t really have a plan — I just do things when I remember, which means I’m all over the place.”
Freddy Law Student
What keeps you from sticking to new habits?
Not enough motivation
42/65%
I simply forget
31/48%
Too many things on my mind
40/63%
No visible progress
20/31%
No reward / lack of enjoyment
19/30%
I lose interest quickly
17/26%
I don’t know how to get started
17/26%
How Cosmiq conquers those problems:
Builds habits through emotion and identity
Gamification isn’t just about badges or points. It’s about creating emotional rewards.
This question shaped the mechanics behind progress loops, levels, and in-app feedback.
Makes progress visible
When tracking feels like a chore, it becomes easy to ignore. My goal was to make it emotionally rewarding, not just functional. That’s where emotional design became key.
Helps users start with structure instead of guilt or complexity
To make habit-building feel achievable from the very beginning, users start their journey with a simple habit plan.
During onboarding, they choose just one habit to focus on. A small, intentional start that lowers pressure and builds early confidence.
Social features
Habits are easier when we don’t feel alone.
But instead of leaderboards or comparison, I wanted to design a space for soft accountability, shared missions, and collective rhythm. Built on encouragement, not pressure.
User Flow
With the user flow and information architecture in place, it was time to bring ideas to life.
Before diving into wireframing, I picked up a pen and started sketching. It helps me explore ideas freely, without overthinking.
From there, I refined the concepts into mid- and eventually high-fidelity designs.
Wireframing
I didn’t start from scratch.
I leaned on established design systems such as usability heuristics, interaction principles, and design patterns











Visibility of System Status
During onboarding, a progress bar at the top of each screen keeps users informed about how far they’ve come and how many steps are left.
Recognition Rather Than Recall
In the habit overview, users can choose from a range of pre-built habit plans, making it easier to get started without overthinking or having to define everything from scratch.
Feedback
To support usability and emotional clarity, the app provides immediate feedback for key actions. By maintaining consistent visual and tonal patterns, these elements help users understand system responses quickly
Hi-Fi Design
Onboarding
Beyond the core features of the app, I placed special emphasis on the onboarding experience. From the moment users open the app, the onboarding flow explains why certain features exist and how they support the process of building lasting habits. Before signing up, users also get a small preview of the app, giving them a sense of what to expect without immediately confronting them with a login screen. This reduces friction and helps create a more welcoming first impression.
creating Habitplans
With Cosmiq, users can easily view, edit, and create personalized habit plans. They can choose from existing templates or build their own routines tailored to their goals and lifestyle. Additionally, screen lock times can be set to help users stay focused on specific habits without distractions.
Gamification & Rewards
To make habit-building more engaging, Cosmiq integrates playful progression mechanics. Each completed habit rewards users with coins, XP, and collectible items for their character. As they level up, new milestones and customization options become available, turning daily routines into a sense of tangible growth and accomplishment.
Alliance Missions
Once users reach level 15, they unlock Alliance Missions. These are small, cooperative habit challenges that make consistency a shared experience. This feature appears later to keep the early app experience simple and focused. Rather than competition, it promotes soft accountability and collective motivation, built on encouragement, not pressure.
Learnings
on my own…
Sometimes, group work would drive me mad.
Too many voices, too little control.
But this project, done entirely on my own, taught me a whole different lesson.
When you do everything yourself, you don’t just manage time.
You own it.
You plan every detail, follow your own pace and ultimately, you face every single decision alone.
That was, by far, the hardest part.
Even with external feedback, it’s easy to spiral into tunnel vision.
To become blind to your own design.
To forget, sometimes, why you’re even doing what you’re doing.




















