Spoke

A mental health app sought Duolingo gamification to help visualise the progress their customers were making.
We were tasked with building around mindfulness content, to provide a very light, subtle points economy.
To succeed, we aimed to respect the nature of the content by showing the user the tools they were gaining, and how much
time they were spending addressing their mental health.

Increased engagement

Data showed that post release, we had increased engagement in the app, with more content being consumed than before.

Toolbox positioning

Mastering summaries of books can be really useful, we broke down the progress into bite-size pieces to help users consume large content, in comfortable pieces

Daily progress

There's many avenues to aid troubled mental health, but by encouraging the customer to use the app every day with daily rewards (new songs) we ensured that they were addressing their health every day.

Gamification is not for every app, and there were reservations that it would not belong in the mindfulness genre,
but the market leaders - Calm & Headspace - showed that if used subtly, without looking like a game,
it works.
This is something we find that despite gamification being an unpopular word in agencies,
it always improves products, and does increase the fun.

We centralised a profile to display the customers progress, and list their achievements by using the app.

One of the clients most interesting content, were their songs by unique artists. We turned these into unlockables that were easily attainable, but limited to how much you could unlock each day, to increase retention and prevent content burn-out.

The toolbox was perhaps the most useful offering to the customer, displaying progress, and providing a useful archive to reference the self-help methods they learned.