Case study 04
A social, gamified wellbeing app that gets people to take a 3-minute break, on purpose, every day. The design problem underneath the mascot and the illustrations was retention — and doing it without the product feeling naggy or gimmicky.
UI/UX Lead & UX Researcher
Company project
6 months
01 — The product problem
Cuckoo brings the benefits of recess back into the workday — a social, gamified wellbeing app that gets people moving through short, guided breaks, challenges, and a bit of friendly competition with colleagues. The core design problem was retention: how do you get someone to come back for a 3-minute break every day, on purpose, without the app feeling naggy or gimmicky?
I led UI/UX design on this project as Lead Designer — directing the overall system and working alongside two junior designers, reviewing their flows, setting the visual and interaction standards, and making sure the playful brand voice (the Cuckoo bird mascot, warm illustration style) stayed consistent across registration, onboarding, the challenges dashboard, and the notification system.
Cuckoo has since grown from a consumer wellbeing app into an AI-powered workability platform for organizations — helping HR teams reduce sick leave, increase engagement, and build a culture of recovery, with results reported directly into tools like Teams and Slack. The design foundations from this project — onboarding, registration, and the notification system — carried through as the product scaled from individual users to 200+ organizations.
02 — The UX challenge
The tension underneath all three
How do you personalize, gamify, and keep people coming back — without any of it starting to feel like the corporate wellness software Cuckoo was trying not to be?
03 — The wrong instinct
The default way to personalize an experience like this is a form: ask for focus area, ask for break frequency, save, done. It's fast to build and it captures the same data. It's also exactly the corporate-tool feeling the brand was trying to avoid.
A form-heavy wizard reads as a chore before the product starts, not part of it — the opposite of what a break-and-recess brand is supposed to feel like on the very first screen.
Break personalization into short, skippable moments layered over the real home screen, so the person sees the actual product behind every step instead of staring at a blank form.
04 — Registration
Registration needed to do two jobs that usually fight each other: build enough trust to convince someone to sign up, and get through the form itself as fast as possible. The left panel carries the value proposition, pricing, a live product preview, and a testimonial — all the trust-building work — while the form itself stays short: name, email, password, with a company-code path for teams and one-tap social sign-in for anyone who wants to skip typing entirely.
Registration — minimal required fields, company-code entry, and social sign-in as parallel paths.
05 — Onboarding
This is where most of the design attention went. Rather than a single long setup form, onboarding is broken into three short, skippable moments layered over the real home screen.
1. Welcome — introduces the mascot and the value proposition, then gets out of the way with a single "Let's start!" CTA. No fields, no decisions.
2. Personalize the focus — Active, Stretch, or Balance, each with its own icon and plain-language description, plus a visible Skip.
3. Set a daily goal — Casual, Regular, or Serious, each mapped to a break count and paired with a different mascot pose. "You can always change this later" lowers the pressure of committing.
Across all three steps, the pattern stays consistent: one clear question, illustrated options over plain toggles, a visible skip path, and the real product visible in the background — so onboarding reads as a light introduction to the app rather than a gate in front of it.
06 — The key decision
Problem
Personalizing the experience risked turning onboarding into a long, form-heavy setup wizard.
Insight
Each preference only needs one clear question — not a page of fields.
Decision
Use one repeatable pattern — question, illustrated options, visible skip, real product behind it — for every onboarding moment instead of designing three different screens.
Principle
One clear question at a time. Always skippable. Never a blank screen.
07 — Notifications
The notification system had to carry two different jobs at once: a persistent, glanceable log of social and scheduling activity, and real-time, in-the-moment prompts that pull people back into the app when something relevant is happening right now.
The notification panel groups activity by recency — This week, then Earlier — and mixes several types in one clear list: scheduled group breaks with countdowns ("starts in 5 minutes"), social reactions, friend requests, and comments, each with an avatar and a consistent time stamp. Grouping by "This week" keeps the panel from becoming an endless, undifferentiated feed.
Notification panel (grouped by recency) alongside a live communal-break prompt using the same illustration language as onboarding.
The real-time interrupt modal uses the same mascot illustration style as onboarding, so a live "communal break time!" prompt reads as part of the same product — not a system alert bolted on top.
08 — Design system consistency
Onboarding, registration, and notifications now share one visual and tonal language — the same mascot, the same card and modal patterns — so the product feels considered end to end rather than assembled from separate flows. A single onboarding pattern (question + illustrated options + visible skip) scales to future preference screens without a new design decision every time, and grouped, avatar-led notifications keep social and scheduling activity legible even as the number of notification types grows.
As Lead Designer, standardizing these patterns early gave the two junior designers on the team a clear system to extend into challenges, community, and company screens without re-solving the same interaction problems each time.
09 — What HR leaders say
As Cuckoo scaled into a workability platform for organizations, the same clarity built into onboarding and notifications became something HR teams could point to directly — the product is simple enough that adoption doesn't require training, and the habit-forming patterns from onboarding are what HR leaders now credit for actual, sustained use.
"Cuckoo helps structure the workday so people actually take their micro-breaks — and makes it easier to prioritize self-care."
— Katariina Jalas, HR Director, EY Finland
"The brain is a muscle too, and it needs regular training — that's why we chose Cuckoo to support cognitive wellbeing."
— Mia Tuomisto, HR Director, Svea Bank
10 — Impact
The result was a scalable, cohesive system that increased engagement clarity, reinforced motivation through visible progress, and aligned playful branding with strong UX structure. That same foundation now underpins a platform used by organizations at the scale below — evidence that the early clarity work held up as the product moved from individual users to enterprise HR teams.
85
NPS score
4.7 ★
Average Google rating
200+
Organizations using Cuckoo
11 — What's next
12 — Contributions
Led UI/UX design as Lead Designer over a team of 3, directing the overall system and reviewing two junior designers' flows against a shared visual and interaction standard.
Designed a single reusable onboarding pattern — question, illustrated options, visible skip — instead of three one-off screens, so future preference screens don't need a new design decision each time.
Kept registration, onboarding, and notifications on one shared mascot, card, and modal language so the product reads as considered end to end, not assembled from separate flows.
Built the onboarding and notification patterns to hold up as Cuckoo scaled from individual users to 200+ organizations, without needing a structural redesign along the way.