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SitRight Case Study

A habit-forming product that encourages desk workers to maintain better posture.


Research, UI Design, Pretotyping, Prototyping, Usability Testing


8 weeks




Figma, Invision

Problem Statement

Following the pandemic, working from home has become a new normal. However, working for hours with a bad posture can cause physical stress, a stiff neck, sore back, and permanently damaged posture. Maintaining a good posture while sitting has become very essential.

Project Approach

To make the product more engaging, I used Nir Eyal's 'Hooked Model,' which is based on basic behavioural psychology principles.


Secondary Research

User Interviews



Competitor Analysis

MoSCoW Analysis

Feature List


Paper Wireframes

High Fidelity Wireframes

Visual Design



Usability Test

Pretotype Test

Secondary Research

The term "pandemic posture" was coined in response to an increase in neck and back problems during lockdowns. It's also linked to "tech neck," which occurs when we're hunched over our laptops, causing pain in our necks, backs, and shoulders. Because of this position, the muscles, tendons, and ligaments in the front of the neck are compressed and tightened, while the muscles, tendons, and ligaments behind the neck are lengthened, causing pain. A simple solution to this problem is to sit in a good posture while working.


According to the data from orthopaedic surgeons, the number of people reporting backache and soreness in their upper body has increased by 65% since August 2020. While 90% of them can be treated with corrective sitting postures and exercises, some already have bent over spines as a result of not sitting at a proper desk and chair.


A habit-forming mobile app that reminds users to maintain better posture. To make the product more engaging, I used Nir Eyal's 'Hooked Model,' which is based on basic behavioural psychology principles.

Target Audience 

According to secondary research, WFH employees, office workers, and students are the people who are most affected by incorrect sitting posture.

WFH Employees

Office Workers


Understanding Users

I conducted interviews with direct users to learn about their habits, needs, and frustrations. I spoke with Jefferson's staff & students to gain some valuable insights and found that users:

  • Spend more than 70% of their time sitting and working at a desk (on average 6 hours per day)

  • Over the age of 35 are more likely to experience back pain and need to see a chiropractor

  • Like to be able to track their posture and see scalable metrics

  • Prefer a product that trains their brains rather than just providing a quick fix

  • Are often reminded by the people around them to correct their posture or sit straight


Following the research and interviews, I defined the user and identified their needs, goals, and frustrations. 

User Persona - WFHe.jpg
User Persona - Student.jpg

MoSCoW Analysis

The MoSCoW method is a requirement prioritization technique. During the design and development of product releases, this method assists the team in prioritizing tasks. The goal is to create a minimum viable product (MVP) with just enough features for early adopters to use and provide feedback for future product development. I considered the "must haves" while also leaving room for "should haves" and "could haves" when designing this product.


Feature List

The MoSCoW Analysis helped me prioritize the following set of features

Smart Schedule

Personal Insights

Motivational Alerts

Set Daily Goals

Points / Rewards


This storyboard illustrates the user's journey from onboarding to integrating the product into daily life. On the storyboard, the elements of the Hooked model (Trigger, Action, and Reward) can also be seen.


User Flows


Paper Wireframes

High Fidelity Wireframes

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Home & Add Alert

Homepage with four navigation threads at the bottom and hamburger menu to access the premium features. The primary tasks of the user can be easily accessed from the home screen.

(Pause alert, Add alert and Edit alert)


As users configure the alerts, they will appear on the screen at regular intervals. They'll also be rewarded with points for responding to the alerts. The points are required to level-up and access more features.

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The app displays the user's daily and overall statistics to help them keep track of their progress and stay motivated. Users can view their daily timeline as well as their personal progress.


On achieving specific goals, the users are rewarded with scratch cards. These cards will either have points or cash discounts that they can use in the app shop. The variable rewards act as intermittent reinforcement, which is at the heart of the "hooked model."

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The top half of the profile shows the investment of the user towards this application and the bottom half allows them to access and edit their data, settings and more. The points help users to level up in order to unlock different features, and the PRO version allows users full access to all features.

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SitRight Visual Design & Usability Testing

To demonstrate my user interface expertise I created both a light and a dark version of this app.

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