[Case 04]

Health Tech

Breathe: A Mobile App to Reduce and Quit Vaping

Designing a behavior-change experience for young adults using real-time health feedback.

Project Overview

Youth and young adults have the highest prevalence of e-cigarette use, with over a quarter of current users vaping daily. Despite serious neurological, respiratory, and cardiovascular risks, vaping is widely perceived as a “safer” alternative and remains highly habitual.

Key challenges we identified:

  • Vaping is automatic and hard to notice in the moment

  • Health consequences feel distant and abstract

  • Existing tools lack real-time, personalized feedback

This created a gap between behavior and awareness that made quitting extremely difficult.


Problem Statement

How might we help young adults become aware of their automatic vaping habits and support them with timely, personalized interventions that make behavior change sustainable?

[Industry]

Health Tech

[My Role]

UX Designer & Researcher

[Platforms]

mobile

[Timeline]

4 weeks

4 weeks

Persona

Maya Williams

College junior

College junior

Maya started vaping in her first year of college as a social activity with friends. Over time, it became a daily habit she barely notices anymore. She vapes while studying, walking between classes, and when she feels stressed. Although she knows vaping is harmful, the long-term health risks feel distant and abstract.

She has tried to quit twice using generic quit apps, but stopped using them after a few days because the feedback felt vague and unmotivating.

Goals

Goals

Reduce daily vaping and eventually quit

Understand how vaping is affecting her health now, not years from now

Replace vaping with healthier coping strategies

Fustrations

Fustrations

Vapes automatically without realizing how often

Finds cravings hardest to manage during stress and social situations

Existing quit tools feel generic and disconnected from her real behavior

Got rid of confusing transaction home screen and made a dedicated home screen

Got rid of confusing transaction home screen and made a dedicated home screen

Got rid of confusing transaction home screen and made a dedicated home screen

3. Usage Dashboard

A daily snapshot shows:

• Puffs taken • Pickups • Money saved • Progress toward goals

This avoided shaming while still communicating severity.

4. Goal Setting System

We designed a tiered goal system: • Short-term goals for quick wins • Medium-term goals for momentum • Long-term goals for commitment

Goals auto-populate based on onboarding and adapt as behavior changes.

Design intent: Reduce decision fatigue while preserving user autonomy.

5. Vape Alternatives

When cravings hit, users can instantly access low-effort alternatives such as:

• Breathing exercises • Physical movement • Distraction activities

These are designed for speed and simplicity when willpower is lowest.

6. Smart Notifications & Performance Indicators

The app sends timely, context-aware notifications based on usage patterns, time of day, and health signals. Notifications prompt users to pause, reflect, try an alternative, or review a relevant health insight. A lock-screen widget shows real-time puff counts and progress toward daily goals.

Design intent:

Interrupt automatic habits at the right moment, reduce notification fatigue through relevance, and guide users directly to meaningful actions.

Behavior-Change Strategy

We grounded the design in:

• Self-regulation theory through continuous feedback • Self-determination theory through autonomy and competence • Goal-setting theory through progressive milestones

Interrupt automatic habits at the right moment, reduce notification fatigue through relevance, and guide users directly to meaningful actions.

Behavior-Change Strategy

Because this was a course prototype:

• The vape attachment was conceptual only • Notification logic was not behavior-triggered • Adaptive interventions were not technically implemented

This helped clarify feasibility constraints and future engineering needs.

High Fidelity Prototype

Outcomes

Outcomes

Increased Awareness of Automatic Habits
In-the-Moment Support During Cravings
Sustained Motivation for Long-Term Change

Key Learnings

Key Learnings

Behavior Change Requires Systems, Not Features

Designing for habit change taught me that no single feature drives impact. Real progress comes from orchestrating data, feedback, goals, and interventions into a cohesive system that supports users over time.

Timely Feedback Matters More Than Perfect Information

I learned that in-the-moment, relevant feedback is more effective than detailed long-term insights. Intervening at the right moment with simple guidance can interrupt habits more effectively than complex dashboards alone.

Motivation Is Built Through Progress, Not Pressure

This project showed me that sustainable change comes from reinforcing small wins and autonomy rather than using fear or guilt. Designing non-judgmental, motivating feedback was critical to keeping users engaged.

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