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?
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:
Lack of motivation
Cumbersome and manual processes
Poor UX
Excessive alerts and notifications
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)


Diverging
Listing Down topics to be taught related to the competencies and learning outcomes
Converging
Deciding Flow for the topics with Card Sorting
Diverging
Content generation for the topics listed down according the finalized flow
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.