04 — Mobile application

NagMe

I designed NagMe to help people break bad habits and build better ones. Progress earns coins, and those coins unlock characters who nag and motivate you to stay on track.

Role
UI/UX Design
Platform
Mobile
Tone
Playful, firm
Loop
Habits to coins

Open the Figma file

The hook

Habit apps often feel like a checklist. NagMe gives the reminder a personality. You pick a character — Naggy, Dr. Nutbrain, Miss Always Ready, Task Freake, or Mr. Silent — and that character represents you across the app.

The reward

Staying with the habit earns coins. The rewards home gathers a daily reward, a spin wheel, reward cards, and invites, so progress is visible and a little bit fun.

Character selection with Naggy chosen and other characters locked or available
Rewards home with coin balance, daily reward, spin wheel, and invite friends
Health information form for height, weight, exercise, sleep, smoking, and water

Choose a character, earn coins, then answer a short health questionnaire.

Health, without a lecture

Before the characters start nagging, the app asks a short set of questions: height, weight, exercise, sleep, naps, smoking, and water. Conditional fields appear only when the answer needs a detail — minutes of activity, nap length, cigarettes a day — so the form stays as short as the person allows.