A gamified sobriety app with intuitive, mobile‑first design that helps sober‑curious users track progress, build habits, and celebrate small wins—without the clinical feel.

An exploration of how design can support behavior change and make sobriety feel more engaging, human, and motivating.


To explore the problem, we combined surveys, interviews, and venue observations to understand not only how people drink, but why — and how social environments influence those behaviors.
We began with in-context observations, visiting the following locations to understand how people interact within social environments centered around alcohol:
Observations of social spaces revealed that alcohol is deeply embedded in social environments, making it difficult for individuals to make different choices without feeling excluded or unsupported.

Survey data revealed that many participants felt there was a lack of appealing or well-promoted alcohol-free options.
While some were unsure about availability, a majority expressed interest in attending sober-friendly events if they were more engaging and better positioned.
of participants thought there were enough alcohol-free events in their area
were unsure if there were enough diverse alcohol-free activities nearby
would be more likely to attend an alcohol-free event if marketed differently
of participants thought alcohol-free drink options could be better.
Interviews highlighted that people’s relationship with alcohol is complex and often tied to social habits.
Many participants were not looking to quit entirely, but struggled with consistency and motivation when trying to cut back.
Gobi is a goblin — a creature not exactly known for personal growth. They're stubborn, chaotic, and set in their ways… which is exactly why Gobi works. It flips the script: even the most unlikely characters can change — and so can we.
Gobi begins as "Primitive Gobi" — a symbol of starting fresh, unsure, but open to change. As users take on challenges and reflect on their journey, Gobi grows with them — unlocking new looks and milestones that celebrate progress.

Our wireframe plan for Gobi creates a motivational, gamified experience for users tracking their financial savings and health improvements while quitting alcohol. With personalized coaching styles, challenges, health tracking, and rewards, the app keeps users engaged through data-driven insights and interactive progress tracking.



We utilized a multi-method research approach to understand user motivations and pain points.

We began the visual design with an established direction — Gobi as the central character of the experience. From there, we aimed to create a clean and minimal interface that wouldn’t overwhelm users, allowing the mascot to remain the emotional focal point of the app.
I started by exploring the profile page, developing two layout directions. One focused on a more open composition, while the other prioritized a compact structure with a clearly visible challenge timeline.
As a team, we chose the second direction for its clarity and more efficient use of space, which made progress tracking easier to understand at a glance.

The visual system balances playfulness and structure — pixel-art energy grounded in a clean, legible UI. Poppins provides warmth and readability; the purple-forward palette anchors the brand in a sober-curious, wellness-forward space.





The high-fidelity prototype (click to explore the design).
Our initial hypothesis (alcohol-free spaces) was reasonable but surface-level. The research forced a meaningful pivot toward internal motivation — a harder but more impactful design space. Letting go of the original direction early saved us weeks of building the wrong thing.
Gobi the goblin wasn't decoration — it was the emotional core of the entire product. Building the mascot concept early gave every design decision a north star: would this feel right for Gobi? Mascot-first thinking made the UI cohesive in ways that pure systems thinking wouldn't have.
Adding GobCoins, streaks, and avatar customisation creates genuine engagement — but each mechanic needs a clear reason to exist. We learned to ask "what behaviour does this reward?" before adding any gamification layer, to avoid shallow point systems that feel arbitrary.