CleanMind


CASE STUDY · IOS APP · UX/UI DESIGN · 2025

ROLE

TIMELINE

TOOLS

PLATFORM

Solo UX/UI Designer

3 months · Sep–Dec 2025

Figma · FigJam

Interactive prototype — all screens clickable with Smart Animate transitions

iOS · Mobile-first

— OVERVIEW

— RESEARCH & DISCOVERY

A companion for the moment cravings hit — not just the moments between meetings.

The streak mechanic is the problem.

There are 21 million Americans in recovery. Most formal support — therapy, AA, sponsor calls — runs on a schedule. Cravings don't.


CleanMind fills the gap with a system built around one core insight: people in recovery don't need more self-awareness. They need to know what to do next. Daily check-ins track mood, sleep, cravings, exercise, and meetings attended — feeding into a real-time risk score. When that score is elevated, CleanMind doesn't just surface a warning. It generates a Next Best Action plan: call your sponsor, attend a meeting, use the in-app breathing tool. Specific steps, right when you need them

— PROBLEM STATEMENT

People in sobriety need in-the-moment support, but existing apps only log what happened — they never tell you what to do next. When a craving hits at 11pm on a Tuesday, a streak counter doesn't help. There's a gap for something that gives people a real plan exactly when they need one.

I audited five apps — I Am Sober, Sober Grid, Nomo, Bearable, Headspace — alongside published research on digital health interventions for substance use disorder. The pattern was consistent: streak mechanics that reset to zero on relapse. Users reported deleting the app entirely rather than facing a zeroed counter. The app's primary motivational tool was also its primary churn driver.



WHAT EXISTING APPS GOT WRONG

DESIGN OPPORTUNITIES I IDENTIFIED

  • Streak reset on relapse → immediate abandonment


  • Cold, clinical UI language created emotional distance


  • No actionable guidance — apps log feelings but never tell you what to do next


  • Check-ins designed as data collection, not genuine support


  • No guidance for the first 72 hours of a new attempt

  • Milestone model that accumulates — never resets


  • Warm, conversational UI language


  • Risk score that turns daily check-ins into a real-time vulnerability indicator


  • Check-ins that feel like a conversation, not a form


  • Progress framing that survives setbacks

— DESIGN PROCESS

From research to a system that holds together.

01

02

03

04

Jobs-to-be-done mapping

High-fidelity prototype with Smart Animate

Lo-fi wireframes — 12 screens

Design system built before hi-fi

My first dashboard put three competing actions on one screen. Peer feedback was immediate: "I don't know where to start." I rebuilt around one primary action per screen from that point on.


Before wireframing, I mapped four core user jobs: track sobriety, manage a craving right now, log how I'm feeling, and connect with community. Each job became its own flow.

Color tokens, type scale, spacing system, icon set — all before high-fidelity screens. Every screen is a system decision, not a one-off.


Full interactive prototype: onboarding → dashboard → check-in → craving response → milestones. Transitions use Smart Animate to feel like a real iOS app.

— KEY DESIGN DECISIONS

Three choices that defined the product — starting with the system underneath the screens.

Decision 1 — Milestones replace streaks. CleanMind tracks total milestones across the entire journey. A relapse doesn't erase anything — it becomes a data point. The number always goes up. This came directly from the research and is the single most important UX decision in the project.


Decision 2 — The risk score system. Every daily check-in — mood, sleep, cravings, exercise, whether you attended a meeting — feeds into a real-time risk score. This wasn't just a feature decision. It was an architectural one: turning passive logging into active intelligence. A score of 68 doesn't just mean 'elevated risk.' It triggers a specific Next Best Action plan so the user always knows what to do next — not just how they're feeling.


Decision 3 — Warm visual language as a therapeutic choice. Sage greens, parchment off-whites, rounded typography — not just aesthetic choices. Research on therapeutic digital environments shows warmer visuals reduce psychological defensiveness. The color palette has a rationale, not just a vibe. This also informed the risk score UI — a gauge showing 68 'Elevated Risk' needed to feel serious without feeling alarming. Warm amber tones rather than harsh red.

— OUTCOMES

What this project proves.

12

5

4

Screens designed end-to-end

Apps competitively audited

Distinct user flows prototyped

The most important design decision wasn't which shade of green to use. It was asking: when someone's risk score hits 68 at 11pm, what do they actually do next? Answering that question designed the whole product.

"

Mary Kate Larson

The biggest gap is the absence of moderated usability testing with people actually in recovery. Every decision is research-informed — but research about others, not feedback from real users of this specific app. The craving response flow is the highest-stakes screen in the product and deserves real validation, not just peer review.


I'd also push deeper into accessibility. Someone using this app in acute distress isn't reading carefully — that means larger touch targets, simpler microcopy, and WCAG AA compliance at minimum.

— REFLECTION

What I would do differently

Mary Kate Larson

© 2025 Mary Kate Larson · Boston, MA