MyCuraJOY
Background
MyCuraJOY is a wellness platform that helps families build social-emotional skills through clinician-created content, personalized coaching, games, real-world projects, and rewards.
In this platform, a user starts a quest of their choice to learn the skill and completes it to claim the reward.
The Challenge
I was tasked to create 2 flows – “Creating a New Quest” and “Completing a Quest”
After reviewing their existing designs and understanding the core requirements, I framed the design problem that needed to be solved.
“How might we support and motivate the users to create and complete a quest?”
My Role
This was an internship project at curaJOY.
- Ideation
- UX Design Concept
- Prototype
- UI Design
Client: curaJOY
Duration: 6 Weeks
Team size: 1


The Approach
Secondary Research
Define
Ideation
Low-Fidelity Prototype
High-Fidelity Prototype
Design Considerations
Design For Behavior Change
When quests begin to get difficult, users are likely to give up. To motivate and support the users, the experience could be gamified drawing inspiration from design for behavior change.
Inspiration From Video Games
I drew inspiration from video game interfaces to make the experience fun and engaging for the young user group.
Reduce Clicks to Create a New Quest
After looking at existing designs I saw a great opportunity to streamline the process to create a new quest. The number of steps and clicks could be reduced so that it’s easier and quicker to “Create a New Quest” for a user.

Primary users: Kids of age under 18 years
Ideation
I created a mood board to visualize some of my ideas and also get feedback from the stakeholders.
To motivate the users, I explored ways to visually represent the user’s progress and celebrate milestones.
I drew inspiration from gamified apps, game interface designs, and generative AI.

Mood board
Low-Fidelity Prototype
I created a low-fidelity prototype with only the essential elements needed to communicate the overall flow and get feedback from the stakeholder. Some of the ideas implemented in this prototype are:
- Stepping stones to indicate user progress in the quest
- Celebration for each milestone reached.
- Choosing supporters to fund the quest displayed like picking a character in a game

High-Fidelity Prototype
Flow I: Creating a New Quest
Users have the agency to choose the type of quest they’d like to start, the start date, and the rewards after completing the quest. They can also pick a difficulty level based on current skills.
Flow II: Completing the Quest
The user practices the skill and does daily check-in to complete the quest.
To motivate the user during the quest, we celebrate each milestone with the users and allow them to visually track their progress. In this case, a seed grows into a flower incrementally upon each check-in.
The design allows the user’s family and other team members to provide social support throughout the quest.

Flow 1: Creating a Quest

Flow 2: Completing the Quest
Results
- 45% clicks were reduced to create a new quest.
- Both design flows were approved by the stakeholders for development.
Lessons Learned
- Generative AI can be a powerful tool for ideation/divergent thinking.
- Feedback from others is a critical part of the design process. Not just from the users but from the team members as well.
- To have productive meetings they are best kept focused on an agenda. Communicating the agenda at the start of the meeting and asking clarifying questions helps us get what we want out of a meeting.
- Communicating in simple terms with the stakeholders is an essential skill for a UX designer. It is likely that we may be using the same words and phrases, such as persona, and have different ideas about it.
- There will be disagreements in a team and that’s normal. Not all of my design decisions will be accepted. I have to decide which ones are important ones and need to be stood up for.