Emotional design

How does a product become a habit

8 Min read
Research Design Engagement 14%

Company

ThinkUpThinkUp is an all-in-one AI platform that takes entrepreneurs from idea validation all the way to investor-ready.

Year

2026

Team

1 PM1 Dev1 PD

Role

Research & Design

Meet the Thinkers, the stars of this story

HoverPoke them to get to know them

Scout
Spark
Pulse
Brick

The journey from ambiguity to structure

We turned a few vague words into a system

1

The challenge: Build emotional connection to the product, so founders come back and stay.

2

The catch: A short brief with almost no constraints. A lot of freedom, a lot of responsibility. I loved it.

3

What I did: Ran user interviews, a team workshop, and designed from real behavioral anchors.

4

The result: 14% more users kept working after a milestone. 7% more users returned to the product.

Selecting the most impactful features

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The brief came in pretty vague. PM: "We need to infuse more emotions into the product, for engagement and stickiness." Me: So you want it to feel like a habit? PM: Exactly.

Design thinking illustration

The brief came in pretty vague.

PM: "We need to infuse more emotions into the product, for engagement and stickiness."

Me: So you want it to feel like a habit?

PM: Exactly.

Design thinking illustration

We started with deep user interviews.
Three questions were driving us:

a.  What emotions does the entrepreneurial journey actually bring up?

b.  What products do they keep coming back to, and why?

c.  How do they feel using our product today?

User interviews illustration

We started with deep user interviews:

a. What emotions does the entrepreneurial journey actually bring up?

b. What products do they keep coming back to, and why?

c. How do they feel using our product today?

User interviews illustration

I pulled the quotes that revealed real behaviors and perceptions.

Each quote got labeled across three dimensions:

1. Driver - what produces the motivation behind this behavior?

Based on: Octalysis frameworkA gamification framework built on 8 core human drives (like accomplishment, curiosity, and social influence). Designers use it to map which motivations their product triggers and which ones it's missing.

2. Habit component - what habit forming mechanism is at play?

Based on: The change modelA behavioral science model for identifying what psychological barriers stop people from changing, and which strategies (like fresh starts or habit stacking) can overcome them. & Tiny Habits methodBJ Fogg's method for building habits by starting absurdly small: anchor a new behavior to an existing routine, make it tiny enough to never fail, then celebrate immediately to reinforce it.

3. Applicable need - what user need does it reflect?

Interview insights doc
Data analysis illustration

I labeled every quote across three dimensions:

1. Driver
2. Habit component
3. Applicable need

Data analysis illustration

The interviews surfaced eight core emotional needs, so I ran a design thinking workshop with design, product, and the CEO.

We did three things:

  1. Agreed on which needs to tackle first.
  2. Proposed solutions.
  3. Voted on what would solve the pain best.
Workshop full board
Team workshop illustration

We ran a design thinking workshop with design, product, and the CEO to prioritize the emotional needs and vote on solutions.

Team workshop illustration

The workshop opened up a lot of directions.

So the next step was to narrow down.

1. I categorized every solution by its core driver, to understand what psychological motivation it tapped into, and how it was meant to pull the user back.

2. I ran a team prioritization: effort vs. impact. What's worth building first?

Solutions full doc
Precision solutions illustration

I categorized every solution by its core driver, then ran an effort vs. impact prioritization to decide what to build first.

Precision solutions illustration

Finally we landed on two features.

1. In-Step Achievement Rewards - positive feedback during the journey, not just at the finish line.

Main Driver: AccomplishmentThe drive to make progress, develop skills, and overcome challenges. In product design, it's the lever behind streaks, milestones, and any feedback that shows users they're getting better.

2. Milestone Feedback + Celebration - marking the big moments when a user hits a meaningful milestone.

Main Drivers: Accomplishment, OwnershipThe drive to feel creative ownership and make meaningful choices. In product design, it's the lever behind customization, user-generated paths, and anything that makes someone feel the product is theirs.

High five illustration

We landed on two features: In-Step Achievement Rewards and Milestone Feedback + Celebration.

High five illustration

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Key takeaways

  • A vague brief is just a research question no one has written yet.
  • Structured tagging turns a pile of quotes into a decision tool.
  • When research does the talking, you don't have to persuade anyone.

Designing Emotions

If they feel Joy and Confidence, they'll come back.

See how good the win feels Go on, feel it

The mechanism

The mechanism
Design decision

The feedback loop size matches the task size

  • A behavior only happens when motivation and ability align.
  • Three scales of reinforcement:
    1. Short item: daily reinforcement
    2. Full section: weekly reinforcement
    3. Completed step: monthly reinforcement

Mapping emotional rewarding points

Mapping emotional rewarding points
Design decision

Before designing anything, I mapped every moment where a reward made sense

  • Mapping surfaced four types of emotional events, each at a different scale, so the reward always matches the size of what was achieved.

Four types of emotional events:

In item End of item End of section End of step

In-Step Achievement Rewards

In-Step Achievement Rewards
Design decision

The character makes it personal. The banner makes it official.

  • The Thinkers give founders someone in the product they can relate to. The figures already lived in the system. I gave them a role.
  • The banner frames the win. The chat bubble celebrates it like a person would. Both serve different emotional needs at the same moment.

Milestone Feedback + Celebration

Milestone Feedback and Celebration
Design decision

Make the reward tangible. Leave something uncertain.

  • 'Founder' in the header is intentional. Research showed many feel insecure in the title. The word affirms it.
  • The line beneath the title anchors the win to the bigger journey, not just the step just finished.
  • The highlights list makes the gain tangible. Listing what they earned makes clear how much they poured in, and that the work is now theirs.
  • The gains: each milestone reveals new steps, assets to keep, and a badge. Badges build a collection, so the streak becomes its own reason to return.
  • The next badge is intentionally hidden. You never quite know what you'll gain. That uncertainty keeps it exciting.

Engagement

Continued work
rate raised

14%

Stickiness

Return rate
raised

7%

Whats next

View next case study

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The mechanism Mapping emotional rewarding points In-Step Achievement Rewards Milestone Feedback and Celebration
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