WanderWorld: A Mindful Game to Reclaim Focus and Redefine Productivity

A gamified solution leveraging psychological insights to help Millennial and Gen Z professionals reclaim focus and presence in their daily workflows.

My Role

My Role

My Role

UX Researcher, Designer

Timeline

Timeline

Timeline

Sep 2024 - Dec 2024

Sep 2024 - Dec 2024

Skills

Skills

Skills

User Research, Wireframing, Prototyping, Usability Testing

Summary

Millennials and Gen Z employees struggle with mental well-being due to busy schedules and toxic productivity. To tackle this issue, we developed WanderWorld, an app that reimagines mindful breaks as gamified experiences. By blending mindfulness, well-being, and productivity, WanderWorld helps users recharge and stay focused in an enjoyable way.

Challenge

Challenge

Challenge

Digital Natives are increasingly suffering from burnout

Burnout is increasingly common in today’s fast-paced workplace, with 58% of Gen Z and 59% of Millennial workers reporting its effects. Blurred work-life boundaries leave them feeling perpetually "on," making meaningful breaks difficult to take.

Focus Group

Focus Group

Focus Group

Metaphors That Reveal Digital Age Challenges

We held 3 focus group sessions, with a total of 11 participants, who reflected on various metaphors related to attention spans and their personal experiences. The discussion revealed common trends as well as individual variations in how they conceptualized attention, distraction, and focus.

The most common metaphors users resonated with — erosion, rollercoaster, and heavy load — captured the overwhelming experience of content consumption in the digital age during their downtime.

Concept web of responses from our focus group sessions

Literature Review | Expert Consults | User Interviews

Literature Review | Expert Consults | User Interviews

Literature Review | Expert Consults | User Interviews

Mindful and intentional practices empower individuals to reclaim focus

Interruptions Are Not Created Equal

We identified the need to distinguish between external disruptions (like notifications) and internal, habit-driven interruptions to avoid attention mechanisms that disrupt focus.

We identified the need to distinguish between external disruptions (e.g., notifications) and internal, habit-driven interruptions to avoid attention mechanisms that disrupt focus.

Constant work does not equal productivity

For knowledge workers, especially in high-pressure tech environments, there’s often an internalized belief that constant work equals productivity.

Intentional mindfulness practices can reduce cognitive fatigue

Intentional mindfulness practices, even for short durations, can reduce cognitive fatigue and enhance productivity.

Problem Statement

Problem Statement

Problem Statement

Millennials and Gen Z employees face challenges in managing mental well-being due to toxic productivity. Their tendency to 'doom scroll' on social media during during downtime worsens the problem by disrupting focus, making meaningful breaks harder to take.

Millennials and Gen Z employees face challenges in managing mental well-being due to toxic productivity. Their tendency to 'doom scroll' on social media during during downtime worsens the problem by disrupting focus, making meaningful breaks harder to take.

Millennials and Gen Z employees face challenges in managing mental well-being due to toxic productivity. Their tendency to 'doom scroll' on social media during during downtime worsens the problem by disrupting focus, making meaningful breaks harder to take.

Millennials and Gen Z employees face challenges in managing mental well-being due to toxic productivity. Their tendency to 'doom scroll' on social media during during downtime worsens the problem by disrupting focus, making meaningful breaks harder to take.

Opportunity

Opportunity

Opportunity

How might we enable users to “disconnect to reconnect” by taking meaningful breaks to practice mindfulness?

Objectives:

  1. Reduce toxic productivity habits fueled by constant digital engagement.

  1. The ability to SORT cases by newest or latest.

  1. The ability to easily SHARE with existing and potential customers to strengthen relationships.

  1. Improve users' relationship with their attention spans by fostering intentionality during downtime.

  1. Enhance task transitions through meaningful interruptions that prime users for better focus on their next work activity.

  1. Ultimately build healthy work break routines in the long term.

Brainstorming

Brainstorming

Brainstorming

Approaches using psychological concepts and games

In this phase, we thought “big and wide” about potential design concepts through an imaginative game called "A Few of My Favorite Things," which encouraged designers to envision future-focused ideas.

The most compelling insights centered on removing workplace stigma surrounding breaks and reimagining break-taking as a positive, intentional practice. Concepts like snack-based social matching and personalized well-being reminders crystallized our core philosophy — that breaks are not interruptions, but essential opportunities for reconnection, creativity, and personal restoration.

Our team playing “A Few of My Favorite Things”

Psychology Concept 1

Dual-cognitive system

  • Our design activates System 1 to encourage immediate action (e.g., responding to a notification) while engaging System 2 to promote deliberate mindfulness during the break itself. This dual engagement ensures the intervention is both engaging and effective.

Psychology Concept 2

Embedded Design (Intermixing)

  • We balances building focus (on-topic) with incorporating engaging game elements (off-topic) to make the persuasive process feel less intimidating and more approachable.

  • Gamification applies game-design elements (e.g., rewards and immersive experiences) to non-gaming contexts to motivate behavior change.

Ideation

Ideation

Ideation

Concept Posters

We eventually narrowed it down to three contenders and pitched them to our Persuasive Design class:

  1. Share and Pair

  2. Spot and Snap

  3. Focus Flow

In the end, “Focus Flow” emerged as our best idea, and we immediately refined our concept and jumped into three rounds of rapid user testing.

Iteration

Iteration

Iteration

3 rounds Iterative Prototyping

Usability Testing

1. FocusFlow

  • An app that syncs with the work calendar

  • Creates avatars based on users' personality quizzes

  • Offers games during break times to encourage mindfulness practice

  • Visualizes streaks and mindfulness practice data

-> Users felt the game lacked enjoyment

2. WanderWorld Paper Prototype

  • A gamified app that promotes "focus" by healing the ecosystem, featuring an office and retreat theme

  • Players can customize their avatars

  • During break time, glowing windows prompt players to begin a quest, they can collect fruits of a specific color within a time limit to enchant the forest, earning points for each fruit

  • Accumulating points to unlock badges

-> Users were worried about being addictive that they would not want to go back to work
-> Users suggested adding more nature sound elements for a more immersive experience

3. WanderWorld High-Fi prototype

-> Users appreciated the visuals and showed interest in the game's development process.
-> Users found adding the water sound effective for shifting out of a "work" mindset.
-> Users expressed strong interest in the game’s tasks and looked forward to seeing more new challenges.

Final Prototype

Usability Testing

Reflection

Reflection

Lesson Learned

(1) How to integrate user research with psychological principles.
(2) Ensure that both qualitative and quantitative data are collected during usability testing.

During usability testing, we missed tracking metrics like CSAT and NPS because we prioritized feature improvements for iteration. To prevent this in the future, I plan to implement a checklist of key metrics to ensure all aspects are covered within limited time.

Reflection

Lesson Learned

(1) How to integrate user research with psychological principles.
(2) Ensure that both qualitative and quantitative data are collected during usability testing.

During usability testing, we missed tracking metrics like CSAT and NPS because we prioritized feature improvements for iteration. To prevent this in the future, I plan to implement a checklist of key metrics to ensure all aspects are covered within limited time.