Diapet Capastone Project
Drexel University
Diapet Capastone Project
Drexel University
Diapet Capastone Project
Drexel University
Overview
Overview
Overview
For my graduate capstone project, I designed a gamified diabetes management app that turns daily diabetes tasks into small moments of care through a virtual pet.
The goal was to encourage healthy habits with rewards, visual feedback, and emotional support.
For my graduate capstone project, I designed a gamified diabetes management app that turns daily diabetes tasks into small moments of care through a virtual pet.
The goal was to encourage healthy habits with rewards, visual feedback, and emotional support.
For my graduate capstone project, I designed a gamified diabetes management app that turns daily diabetes tasks into small moments of care through a virtual pet.
The goal was to encourage healthy habits with rewards, visual feedback, and emotional support.
What's the problem?
What's the problem?
What's the problem?
Living with Type 1 Diabetes requires dozens of daily decisions, from checking blood sugar to remembering meals, hydration, and insulin.
For many, managing diabetes eventually becomes emotionally exhausting
To figure out the specific pain points, I ran a competitive analysis and interviewed Type 1 Diabetics.
I also worked closely with a clinical psychologist to review literature on diabetes gamification, digital health tools, and behavioral interventions.
Together, we translated research on self-monitoring, SMART goals, motivation, and emotional regulation into evidence-based design features.
Living with Type 1 Diabetes requires dozens of daily decisions, from checking blood sugar to remembering meals, hydration, and insulin.
For many, managing diabetes eventually becomes emotionally exhausting
To figure out the specific pain points, I ran a competitive analysis and interviewed Type 1 Diabetics.
I also worked closely with a clinical psychologist to review literature on diabetes gamification, digital health tools, and behavioral interventions.
Together, we translated research on self-monitoring, SMART goals, motivation, and emotional regulation into evidence-based design features.
Living with Type 1 Diabetes requires dozens of daily decisions, from checking blood sugar to remembering meals, hydration, and insulin.
For many, managing diabetes eventually becomes emotionally exhausting
To figure out the specific pain points, I ran a competitive analysis and interviewed Type 1 Diabetics.
I also worked closely with a clinical psychologist to review literature on diabetes gamification, digital health tools, and behavioral interventions.
Together, we translated research on self-monitoring, SMART goals, motivation, and emotional regulation into evidence-based design features.
How can I create a diabetes management app that feels motivating & rewarding instead of overwhelming & clinical?
How can I create a diabetes management app that feels motivating & rewarding instead of overwhelming & clinical?
How can I create a diabetes management app that feels motivating & rewarding instead of overwhelming & clinical?
The Market
The Market
The Market
Before designing, I explored two of the very few gamified diabetes management apps on the market
Before designing, I explored two of the very few gamified diabetes management apps on the market
Before designing, I explored two of the very few gamified diabetes management apps on the market

Happy Bob

Reward system to unlock badges & rise on leaderboard

Star system used for leaderboard status

Bob's color and expression react to glucose, but can't evolve or customize

No educational features

Happy Bob

Reward system to unlock badges & rise on leaderboard

Star system used for leaderboard status

Bob's color and expression react to glucose, but can't evolve or customize

No educational features

Eddii

Reward system to unlock shop items, games, and quizzes

Use hearts to buy items & access games

Low & High Glucose Feedback is done through a phone call

Diabetes-related quizzes

Eddii

Reward system to unlock shop items, games, and quizzes

Use hearts to buy items & access games

Low & High Glucose Feedback is done through a phone call

Diabetes-related quizzes
From Happy Bob and Eddii, I learned that users respond well to rewards and visual feedback
From Happy Bob and Eddii, I learned that users respond well to rewards and visual feedback
From Happy Bob and Eddii, I learned that users respond well to rewards and visual feedback
Interviews
Interviews
Interviews
During my interviews with five young adults who have Type 1 Diabetes, I got a better understanding of their struggles with managing diabetes
During my interviews with five young adults who have Type 1 Diabetes, I got a better understanding of their struggles with managing diabetes
During my interviews with five young adults who have Type 1 Diabetes, I got a better understanding of their struggles with managing diabetes
Diabetes apps that interviewees have tried felt too analytical
Diabetes apps that interviewees have tried felt too analytical
Diabetes apps that interviewees have tried felt too analytical
Too many numbers and charts cause abandonment within days. Current apps feel built for a clinical team, not for the person actually living with the condition
Too many numbers and charts cause abandonment within days. Current apps feel built for a clinical team, not for the person actually living with the condition
Too many numbers and charts cause abandonment within days. Current apps feel built for a clinical team, not for the person actually living with the condition
Threat of long-term health problems isn't motivating since these issues are delayed by years
Threat of long-term health problems isn't motivating since these issues are delayed by years
Threat of long-term health problems isn't motivating since these issues are delayed by years
Interviewees said they need something in return to motivate them to reach healthier A1C (avg blood sugar levels over 2-3 months)
Interviewees said they need something in return to motivate them to reach healthier A1C (avg blood sugar levels over 2-3 months)
Interviewees said they need something in return to motivate them to reach healthier A1C (avg blood sugar levels over 2-3 months)
Users want a more supportive & personalized experience
Users want a more supportive and personalized experience
Users want a more supportive & personalized experience
People meant to support diabetics (like family and doctors) often shame them instead which is unhelpful in creating better habits
People meant to support diabetics (like family and doctors) often shame them instead which is unhelpful in creating better habits
People meant to support diabetics (like family and doctors) often shame them instead which is unhelpful in creating better habits
Among all interviews, all mentioned experiencing burnout and anxiety related to managing their diabetes
Among all interviews, all mentioned experiencing burnout and anxiety related to managing their diabetes
Among all interviews, all mentioned experiencing burnout and anxiety related to managing their diabetes
Storyboards & Wireframes
Storyboards & Wireframes
Storyboards & Wireframes
To bring DiaPet to life, I started with storyboards that doubled as low-fi wireframes. This helped me generate ideas based on the market and interview findings. I wanted to see how each feature would fit into a typical user's day.
To bring DiaPet to life, I started with storyboards that doubled as low-fi wireframes. This helped me generate ideas based on the market and interview findings. I wanted to see how each feature would fit into a typical user's day.
To bring DiaPet to life, I started with storyboards that doubled as low-fi wireframes. This helped me generate ideas based on the market and interview findings. I wanted to see how each feature would fit into a typical user's day.
























Using these storyboards as wireframes made it easy to refine the experience before moving into high-fidelity design. It gave me a clear idea of the app's navigation, reward system, and virtual pet interactions.
Using these storyboards as wireframes made it easy to refine the experience before moving into high-fidelity design. It gave me a clear idea of the app's navigation, reward system, and virtual pet interactions.
Using these storyboards as wireframes made it easy to refine the experience before moving into high-fidelity design. It gave me a clear idea of the app's navigation, reward system, and virtual pet interactions.


















A Virtual Companion That Reflects User's Health

Reactions Imitate Health
Improved Quick Start
Added
Tags & Filtering
Health bars provide a quick visual overview of blood sugar, hydration, and food intake
Health bars provide a quick visual overview of blood sugar, hydration, and food intake
Green to red coloring shows what needs attention instantly
The Solution






A Virtual Companion That Reflects User's Health

Reactions Imitate Health
Improved Quick Start
Added
Tags & Filtering
Health bars provide a quick visual overview of blood sugar, hydration, and food intake
Health bars provide a quick visual overview of blood sugar, hydration, and food intake
Green to red coloring shows what needs attention instantly
The Solution
Three Blood Sugar States with Feedback








Normal Blood Sugar
Improved Quick Start
Added
Tags & Filtering
A popup shows the pet isn't feeling good and prompts users to give medicine
A popup shows the pet isn't feeling good and prompts users to give medicine
A popup shows the pet is hungry & prompts users to give their pet a treat
Three Blood Sugar States with Feedback








Normal Blood Sugar
Improved Quick Start
Added
Tags & Filtering
A popup shows the pet isn't feeling good and prompts users to give medicine
A popup shows the pet isn't feeling good and prompts users to give medicine
A popup shows the pet is hungry & prompts users to give their pet a treat
Vet Guidance Turns into Missions & Rewards






Rewards Drive Habits
Improved Quick Start
Added
Tags & Filtering
Teaches healthy habits by reinforcing actions through the pet's care
Teaches healthy habits by reinforcing actions through the pet's care
New vet tips turn into missions to motivate users to put what they learn into practice
Vet Guidance Turns into Missions & Rewards






Rewards Drive Habits
Improved Quick Start
Added
Tags & Filtering
Teaches healthy habits by reinforcing actions through the pet's care
Teaches healthy habits by reinforcing actions through the pet's care
New vet tips turn into missions to motivate users to put what they learn into practice
A Virtual Companion That Reflects User's Health













For anyone who is unsure or who needs immediate help
For anyone who is unsure or who needs immediate help
Users can choose based on how they are feeling in the moment
Three Blood Sugar States with Feedback














For anyone who is unsure or who needs immediate help
For anyone who is unsure or who needs immediate help
Users can choose based on how they are feeling in the moment
Vet Guidance Turns into Missions & Rewards










Teaches healthy habits by reinforcing actions through the pet's care
For anyone who is unsure or who needs immediate help
Users can choose based on how they are feeling in the moment
Example Flow
Example Flow
Example Flow
This is a sample walk-through of all the features referred to above
This is a sample walk-through of all the features referred to above
This is a sample walk-through of all the features referred to above


Reflection
Reflection
Reflection
Through interviews and competitive research, I learned that many people with Type 1 diabetes face burnout, and that real motivation comes from empathy, personalization, and fitting into existing routines.
In the future, I'd love to test the concept with people who have diabetes to see which features stay motivating over time, and explore more personalization, like choosing different pets or customizing goals. I'd also love to eventually adapt DiaPet for kids, which would mean designing around developmental psychology and age-appropriate motivation.
The data made it clear that Onwards guided breathing feature wasn't reaching the engagement or clinical impact that was expected.
My goal was to make the experience clear, intuitive, and engaging, so that users who needed help in the moment experienced no friction, and once they finished with the session, they wanted to come back for more.
Throughout every decision, I came back to one question…
does this help the user breathe, or does it get in the way?
Through interviews and competitive research, I learned that many people with Type 1 diabetes face burnout, and that real motivation comes from empathy, personalization, and fitting into existing routines.
In the future, I'd love to test the concept with people who have diabetes to see which features stay motivating over time, and explore more personalization, like choosing different pets or customizing goals. I'd also love to eventually adapt DiaPet for kids, which would mean designing around developmental psychology and age-appropriate motivation.
A Virtual Companion That Reflects User's Health













For anyone who is unsure or who needs immediate help
For anyone who is unsure or who needs immediate help
Users can choose based on how they are feeling in the moment
Three Blood Sugar States with Feedback














For anyone who is unsure or who needs immediate help
For anyone who is unsure or who needs immediate help
Users can choose based on how they are feeling in the moment
Vet Guidance Turns into Missions & Rewards










Teaches healthy habits by reinforcing actions through the pet's care
For anyone who is unsure or who needs immediate help
Users can choose based on how they are feeling in the moment