Cheevr | Mobile App

Cheevr | Achieve perfection in 30 days

Cheevr is an app that motivates you to take up new challenges and learn new skills every day for 1 month, guiding you through the challenges with short video tutorials and scientifically backed-up facts.

Having conducted a few researches and surveys, we came to a coclusion that there are 3 primary reasons people lose motivation:

1. Lack of confidence – If you don’t believe you can succeed, what’s the point in trying?
2. Lack of focus – If you don’t know what you want, do you really want anything?
3. Lack of direction – If you don’t know what to do, how can you be motivated to do it?

Having Cheevr as a guide that keeps track of your challenges, as well as suggests video tutorials on achieving your goals, you will be able to develop good healthy habits or get rid of bad ones for good. To create an app that would fit in with users’ needs and be usable, we need to answer the key questions: Who would use the app, Why they would use it, and How are they going to use it:

Who: Curious by nature people, who love developing and learning new things.
Why: To help keep track of challenges, suggesting bite-sized video guide every day.
How: Creating an app and a supportive website with reminders, a calendar, and option to challenge friends to keep up motivation.

Competitors and what makes Cheevr different

There are a few apps that help users build up healthy habits over some time.
We looked at and did some research on them:

Unlike its competitors, Cheevr allows to take up only 1 activity per time. It also lets users invite and challenge friends, so they are kept company while committing to an activity.

After each day and upon completing activities, users are shown the scientific results of their achievements. These factors make it easier for users to complete the challenge they take up.


Having conducted user surveys, we figured that Cheevr needs to be targeted to the 21-35 and 36-45 year-old market, both males and females.

With a concentration on 1 activity per time, and a reward based approach, Cheevr can help develop new skills over 30 days.

Petra – Persona 1
Age: 25
Bulgarian, female
Occupation: Graphic Designer
Interested in: Cooking, gym, reading, theatre, TED-talks

“I would love to learn everything and to know everything! Unfortunately, it is hard to keep concentration when there is so much information around. It would be great to be fed small portions of the most relevant and important stuff at a time, rather than having to go through and be selective with everything on your own.”

Simon – Persona 2
Age: 36
French, male
Occupation: Software Engineer
Interested in: Photography, travelling, cars, movies

“Whenever I like something, I immediately start researching about it and studying it from all angles.. As with everything, t he excitement does fade away with time, and sometimes I stop half way through.”


Based on the primary goal of an app, its target audience and their key features, we designed a scenario:
1. As a naturally curious person, who likes to learn, Petra wants to take up a new activity in arts or design and develop a new skill.
2. She searches through different apps, and finds Cheevr. The app description seems like this is something that can help her chose a new activity and keep track on its progress.
3. She signs up and browses through categories.
4. She finds a category “Arts and Design” and sees “Calligraphy” as a subcategory that gets her interest.
5. She then adds “Calligraphy” to her Current challenges, and goes through a little tutorial / guide video on calligraphy, as well as some facts on how to progress in this challenge. She also invites her friend Anna to participate, sharing the challenge with her via Facebook.
6. Petra then checks in every day after 10 minutes of practicing calligraphy, and after 30 days receives a Cheevr badge on completing a challenge.

App Architecture

After a login, a new user lands on Browse challenges dashboard. A user with existing challenges lands on My challenges dashboard.

Challenges are grouped by categories: Arts and Design, Education, Health and Sports, and Bad Habits. Each category has a list of challenges to pick up from. Challenges can be suggested but not created by users.


Considering scenarios, user flow and architecture of the app, we created wireframes to see how elements would fit on each screen.

App UI

When wireframes were finished, tested, and iterated, we created a set of icons for the app, picked photos for categories, backgrounds, colours, and the set of UI elements to create the final look:

We then created an interactive prototype in Invision to test how intuitive users find the app. Based on their feedback, we did change icon sizes, as well as added a feature to share users’ progress on social media.


January 13, 2017


UX Design