DDD Project, IIT Delhi

Category:

UX, Curriculum Design

Role:

UX Researcher, Curriculum Designer

Duration:

8 Weeks

Client:

Divine Labs, IIT Delhi

Stake Holders:

BCG. The Education Alliance, Punjab Government, IIT Delhi

Transforming fitness into an exciting challenge

This app transforms fitness into an exciting challenge where you complete daily targets, push your limits, and achieve goals with friends. Through competitive and collaborative gameplay, you’ll stay engaged, build endurance, and make progress together.

Why Do It?

My Love for Gamification and Constant Learning

My Love for Gamification and Constant Learning

As someone who’s passionate about fitness and behavior design, I noticed how quickly motivation fades in most health apps. I wanted to reimagine the fitness journey not as a routine, but as an adventure. This project merges game mechanics with real-world goals to make staying active feel exciting, personal, and rewarding every day.

Problem Statement

By transforming fitness into an interactive, competitive, and social experience with real-world challenges and rewards, users will stay active, push their limits, and build long-term healthy habits.

Users are losing Motivation

71% of users abandon their apps in the third month, with only 40% using them beyond the first 24 hours


With main reasons contributing to this:

  1. Lack of motivation

  2. Cumbersome and manual processes

  3. Poor UX

  4. Excessive alerts and notifications

  5. Drained Battery

User Droppage in health and fitness apps

Gamification helps in Behaviour Change

Gamification transforms fitness from a chore into a challenge. It taps into psychological triggers like competition, achievement, and progression, making exercise feel rewarding and enjoyable rather than just an obligation.

Intrinsic Motivation
Habit Formation: Rewards, streaks, and leaderboards reinforce consistent behavior, making exercise a natural part of daily life.
Social Engagement: Competing, teaming up, and strategizing with others adds a layer of accountability and excitement.
Personal Growth: With challenges that adapt to skill levels, users stay engaged without feeling overwhelmed or bored.

By making workouts fun, competitive, and rewarding, gamified fitness apps bridge the gap between motivation and sustainability, keeping people active for the long run.

Gamification transforms fitness from a chore into a challenge. It taps into psychological triggers like competition, achievement, and progression, making exercise feel rewarding and enjoyable rather than just an obligation.

Intrinsic Motivation
Habit Formation: Rewards, streaks, and leaderboards reinforce consistent behavior, making exercise a natural part of daily life.
Social Engagement: Competing, teaming up, and strategizing with others adds a layer of accountability and excitement.
Personal Growth: With challenges that adapt to skill levels, users stay engaged without feeling overwhelmed or bored.

By making workouts fun, competitive, and rewarding, gamified fitness apps bridge the gap between motivation and sustainability, keeping people active for the long run.

Problems

Information Retention Problem: Ensuring that students retain key concepts over time by designing content that is memorable and easy to understand.


Cognitive Load Reduction: Simplifying complex information to avoid overwhelming students, allowing them to focus on core learning objectives.

Challenges

Lack of Resources and Devices: Limited access to digital tools in schools hindered effective delivery of the curriculum.


Difficulty in Visualization: Students struggled to visualize concepts, even basic terms like "journal," affecting comprehension.

Curriculum Mapping

Pedagogical Model

See - Do - Reflect

Content (See)

  1. Diverging

    Listing Down topics to be taught related to the competencies and learning outcomes


  1. Converging

    Deciding Flow for the topics with Card Sorting


  1. Diverging

    Content generation for the topics listed down according the finalized flow


  1. Converging

    Discussions on content selection and proofreading.

Components (See)

The book comprises of various components which each carry their own function. These components include -


  • Questions

  • Narrations

  • Tasks

  • Tutorials

  • See Box

  • Did you Know

  • Reflection

  • Keywords

  • Recap

  • Key terminologies

Questions

These are used to explain key concepts


Narrations

These are added so that the students can relate to these characters and also to clear their confusion about certain parts which can't be explained through questions

Tutorials

To show how a certain task is done on screen through images, instructions and annotations


See Box

To show additional information that may not fit into a question but is important for the student to know

Key words

Explaining the meaning of difficult words and terms without disrupting the flow of the question.


Did you know

To generate interest and to give them fun facts about what they are studying. This section is also used to show the importance of what they are studying by showing relevant facts

Visualisation (See)

Components (Do)

Tasks and Activities

These are added so that the students practice what they just learnt through these tasks

Crafts

Due to lack of devices and to introduce hands on learning, many crafts and activities are included so that students can understand these concepts even without a device

Reflect

Reflections -

  • Summarizing what they learnt in the chapters

  • Industry relevance of these topics

  • Importance of what they learnt

Slide Decks - Presentation, Teachers manual

Purpose of slide decks is to train the teachers and so that they can prepare these topics before the class

The slide decks also provide lesson plans to show how many hours and classes each of these topics should take.

The slide decks are also presented on the class projector so that students can see the information broken down into smaller steps in each of the slides. Animations in the slides also help retain attention

Conclusion

Through this project, I learned the importance of creating accessible content that resonates with diverse learners. I gained a deeper appreciation for the power of collaboration in overcoming educational challenges.