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UttishaNow

Designing movement as the default, not the exception.

ROLE

Lead Researcher · Journey Mapper · Interaction Designer

METHODS

Semi-structured interviews, 3-day diary studies, Behavioral archetypes, Journey mapping, Prototype testing

CONTEXT

HCI 516 · DePaul University · Jarvis College · IRB-approved · Spring 2025

UttishaNow app mockups showing dashboard and completion screens

CONTEXT

Young adults know they should move more. They download the apps. They delete them in two weeks.

UttishaNow asks a different question: what if the environment itself is broken? Context makes the right action easier than the wrong one.

69 hrs Average daily screen time logged in the 3-day diary studyconfirming the sedentary baseline as measured reality, not assumption
All 6 Participants showed movement clustered around social or environmental triggers, not internal motivation alone
5+ Home environments validated for the physical evening prototyperemote placement and sound cue mechanics

01 . THE PROBLEM

Sedentary behavior has become structural, not behavioral.

Adults now spend 7.7 to 8.3 hours per day sedentary. This is not a willpower story. It is an environment story. Work moved to desks. Commutes shortened. Leisure went digital. The environment itself now defaults to stillness.

The fitness app market has generated billions targeting sedentary adults. Most apps are used for a week, then deleted. The question was never why people stopped using them. The question was what mechanism made them fail from the start.

Secondary research revealed a connection almost no app had addressed: sedentary behavior above 7 hours per day is a significant independent predictor of poor sleep quality, separate from exercise habits entirely. Move less, sleep worse, have less energy to move. The cycle is self-reinforcing.

UttishaNow phone mockup

User Constraint

Can't rely on willpower

Habits collapsed the moment social structure disappeared. The design had to work on the worst days, low energy, high stress, bad weather. If it required a decision, it would fail.

Technical Constraint

Can't rebuild the environment

Could add friction to passive behavior, but not rebuild a person's home. The evening system had to work within the existing room layout using only remote placement and sound cues.

Design Constraint

Everything must be automatic

Every intervention had to be automatic or near-automatic. Any interface requiring a conscious decision would fail the moment the person was exhausted, exactly when it mattered most.

02 — SECONDARY RESEARCH

What the literature said before we spoke to anyone.

Before recruiting a single participant, I ran a secondary research review focused on the sleepsedentarytechnology intersection. Existing wellness products address movement and sleep as separate problemsI suspected they weren't separate at all.

The literature was consistent on something almost no consumer app had acted on: environmental cues are a more reliable and durable behavior driver than internal motivation. That finding became a hypothesis. The research would test it.

03 — PRIMARY RESEARCH · IRB APPROVED

We expected to find a motivation problem. The participants had a different story.

Formal behavioral study: consent forms, screening criteria, recorded sessions, supervised by Prof. Christina Hanschke at DePaul's Jarvis College of Computing. Six participants, semi-structured interviews (60–75 minutes), followed by 2–3 day real-time diary studies.

I chose diary studies alongside interviews for a specific reason: people are unreliable narrators of their own behavior. Ask someone how active they are and they'll tell you a story. A 48-hour diary gives you what actually happened.

Notes from participant interviews showing key observations and patterns
"Working from home makes it so easy to just stay in my chair all day. Joining a badminton group changed thatnow I have a reason to get up, go out, and actually move."
Vishu · Remote software engineer, Harshita's participant

Vishu wasn't unmotivated. What broke the pattern wasn't a lack of desire; it was the absence of any external structure. Once he joined the group, he hadn't missed a single Tuesday in a month. The accountability changed the default, not the desire.

04 — BEHAVIORAL ARCHETYPES

Not personas. Behavioral patterns, defined by what people lose, not who they are.

01

The Low-Energy Loafer

"I'm too tired to move"

High cognitive load depletes willpower. Movement requires a deliberate decision, which rarely happens on demanding days. Phone is the default coping mechanism.

Design need: Remove the decision entirely. Make movement automatic.

02

The Multitasking Juggler

"I'll do it when I have time"that time never comes

Wants to be active, but a packed schedule leaves no clear movement window. Social context is the primary driverpersonal goals alone are insufficient.

Design need: Embed movement inside existing habits, not after them.

Comic illustration of two people discussing sedentary habits over coffee

Both archetypes share one thing: none of them lacks motivation. All of them lost an environmental enabler. The deficit is structural, not psychological.

05 — THE PIVOT

Three hypotheses. One shift that changed everything.

Partially Confirmed

H1Structured spaces drive consistency

Works only if embedded in an existing routine. Standalone structured spaces failed the moment the surrounding habit vanished.

Confirmed w/ Conditions

H2Tech nudges improve activity

Personalization is non-negotiable. Generic nudges failed universally. Schedule-aware, difficulty-adjusted suggestions had meaningfully higher completion.

Strongly Confirmed

H3Social accountability sustains habits

Social context is the primary sustainer, not a bonus. Every participant who maintained activity had a social component.

What we assumed going in

People are sedentary because they lack consistent motivation. The solution is a better motivation systemreminders, streaks, gamification.

What the research showed

People are sedentary because the environment defaults to stillness. Every structural scaffold that enabled movement had been removed. The solution is rebuilding the scaffold.

06 — JOURNEY MAP · HARSHITA'S CONTRIBUTION

Six stages. 100+ touchpoints. Two windows where behavior reliably breaks.

I led construction of the full-day journey map, tracing behavior from waking to sleeping. For each stage: physical state, emotional state, active behavioral triggers, passive defaults, environmental barriers and enablers, and design opportunity areas.

01

Morning Routine

Phone use precedes getting out of bed. Notifications, scroll, social mediabefore movement of any kind.

Lever: Passive defaults aren't set yethighest opportunity for intervention.

02

Commute

The first real movement opportunity. Decision driven by external conditions, not internal desire.

Lever: Active commute reminders, but only if schedule-aware.

03

Work / Study

Hours of sustained seated work. Breaks are sedentaryphone, coffee, chat.

Lever: Short micro-movement prompts aligned to calendar gaps.

04

Evening Transition ⚠

Home means couch, TV, phone. The physical environment defaults to stillness.

Primary intervention targetenvironment redesign required.

05

Dinner & Night

Cooking adds minor movement. Eating happens in front of screens. Post-dinner: back to couch.

Lever: Light movement embedded in screen-time routines.

06

Pre-Sleep

Phone in bed. "One last scroll" delays sleep by 4560 minutes. Low-energy morning follows.

Sleep and movement are connectedneither addressed by existing apps.

Two high-leverage windows emerged: Morning (Stages 12), the 1015 minute window before passive defaults establish themselves; and Evening Transition (Stage 4), where the home environment is physically designed for stillness.

07 — DESIGN STRATEGY

Three options. One decision. The thinking behind the choice.

Rejected

Strategy A · Motivation System

Gamification, streaks, goal-setting, reminders. Our research showed motivation wasn't the barrier. Every existing wellness app had already tried this.

Deprioritized

Strategy B · Social Accountability

Vishu's story showed this works. But it's high friction, depends on another person's availability, and doesn't address solo movement.

Selected ✓

Strategy C · Environment Design

Intervene at the two high-leverage windows. Reduce environmental friction at the moment behavior defaults to stillness. Works without willpower.

08 — THE SOLUTION

Two systems. One behavioral loop.

Not a single app. A two-layer behavioral systemone digital, one physicaleach targeting one of the two leverage windows identified in the journey map.

Layer 1 · Digital

Morning Intervention App

A schedule-aware, personalization-first activity suggestion system designed to intercept the first 1015 minutes of the daybefore phone scroll and passive defaults occupy that window.

  • Lock screen widget intercepts within 60 seconds of waking
  • Schedule-aware suggestions match the user's real available time
  • Skip confirmation + streak warning reduces casual abandonment
  • Social proof shown at point of decision, not as ambient data
  • Opt-in challenges lock the phone until activity is completed
Layer 2 · Physical Environment

Evening Environment Redesign

Physical friction proved more durable than app notifications. The environment change was more durable because it didn't require the user to remember, agree, or act; the room itself prompted movement.

  • Remote 1 at phone charging zoneforces a walk before screen
  • Remote 2 by doorlight control requires standing up
  • Remote 3 at bookshelfwatching requires getting up first
  • Sound cues at movement zonesprompt without screen interaction
  • Phone placement constraintTV pauses when phone leaves zone

09 — PROTOTYPE TESTING

What worked, what didn't, and what we changed.

Feedback sessions run with participants. Four consistent themestwo problems per prototype. Documented honestly.

Morning · Problem 1

Losing all streak progress after one missed day was discouraging. Participants described it as "punishing."

Response: Iterate toward grace periods and adjustable difficulty. Progress shouldn't be binary.

Morning · Problem 2

The phone-lock challenge felt too restrictive. The inability to override in emergencies created friction.

Response: Introduce a "flexibility mode"opt-in, not forced.

Evening · Problem 1

Remote placement was impractical in small or shared living spaces.

Response: Explore smart lighting or movement-based streaming prompts for constrained spaces.

Evening · Open Question

Sound cue effectiveness was unclear. We never adequately tested whether the volume-reduction cue was perceived as a prompt or background noise.

Next Step: Dedicated usability session to close this question first in a next sprint.

10 — OUTCOMES

What the data showed. What it didn't.

This was a design research project, not a longitudinal trial. Every outcome below is drawn directly from diary data, interview analysis, and prototype validation sessions.

69 hrs Average daily screen time. Confirmed the sedentary baseline as measured reality.
All 6 Showed activity clustered around social or environmental prompts, not solo motivation.
5+ Home environments where the physical evening prototype was validated.

Honest Limitation: The sample was homogeneous: students and early-career professionals. The archetypes need pressure-testing across age ranges, family structures, and shift workers.

What I'd do differently: The sound cue testing was incomplete. I'd also run a co-design session after the diary studiesreturning participants' own data and asking them to locate friction points themselves.

11 — KEY LEARNINGS

Four things this research confirmed.

01

Environment > Motivation

Structural change outlasts any nudge system. Design the path of least resistance firstmotivation follows.

02

Constraints are the brief

Working within "no willpower, no environment rebuild, no social dependency" produced more durable solutions than open-ended ideation.

03

Personalization is non-negotiable

Generic nudges failed universally. Schedule-aware, difficulty-adjusted suggestions had meaningfully higher completion.

04

Small friction, big behavior change

Moving a remote 3 meters changed behavior more reliably than a push notification. Physical design and digital design are part of the same system.

IRB Research ProtocolDiary StudiesSemi-Structured InterviewsJourney MappingBehavioral ArchetypesBJ Fogg Behavior ModelChoice ArchitectureEnvironment DesignPrototype TestingBehavioral ScienceHabit Stacking

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