Design process · Prototyping II
Every decision in Stride traces back to a specific finding from Andrew Huberman's research on dopamine, motivation, and how the brain actually pursues goals. This documents that chain — from raw notes to user flow.
Phase I work — before the research phase
Phase I was about learning the craft — applying visual design rules, building components, exploring layouts. The screens existed but without a concept behind them. The jump to Phase II meant asking a harder question: what problem does this actually solve, and why does it work?
Reference imagery that shaped the visual language — dark interfaces, editorial typography, glass materiality, and refined interaction details.
Most productivity apps are to-do lists. They track whether you did something — not why you stopped. The research question: what does the science say about why people abandon goals midway, and can that be designed around?
Key findings from Huberman Lab — the raw source material
The primary source was Huberman Lab's episode on the neuroscience of goal setting. These are the actual findings — not paraphrased for design, but the science as recorded. Each one raised a direct design question.
How each research finding shaped a specific feature
A competitive analysis of Streaks, Habitica, Notion, and Finch confirmed that no existing app addresses more than two of these mechanisms. That gap defined the feature set.
Two flows that define the full system
The research condensed into two flows: a one-time onboarding that sets up the neurochemical frame, and a weekly loop that runs for 12 weeks. Every step in both flows is traceable to a finding above.
6 steps, ~5 minutes. Builds the motivational frame before the user logs a single session.
The engine of the app. Runs Monday–Sunday for the full quarter.
The flows built into a clickable hi-fi prototype
The prototype is a direct implementation of the two flows above. Tap through onboarding, log a session, and run the Sunday review. The intermittent reward fires (or doesn't), the cost-of-inaction card surfaces in the review, and the difficulty slider responds live.