MYXORA · WELLNESS AI · CONCEPT 2026

A Mood Tracker That Remembers

A Mood Tracker That Remembers

Myxora is an iOS wellness concept that turns mood check-ins into potions. Over time, those choices shape a companion that begins to reflect the person using it.

ROLE

Sole Product Designer

Team

Design (Solo) · Engineering, no PM

focus

UX · UI · Interaction

Timeline

2025- Current

PROBLEM

I kept trying mood apps. I never kept using them.

I kept trying mood apps. I never kept using them.

Most followed the same pattern: choose a feeling, write something down, then come back later to look at a chart.

I understood the value of the data. I just never felt attached to the act of recording it. Once the check-in was over, it disappeared into a record I rarely wanted to revisit.

That made me wonder if the problem was not getting people to log more, but giving each check-in something meaningful to leave behind.


what kept bothering me
01
The interaction ended.

Once I saved a feeling, there was nothing meaningful waiting for me tomorrow.

02
Nothing accumulated.

My history became a chart, not something I felt attached to.

03
The hardest step came first.

Most apps asked me to name or explain a feeling before I had fully processed it.

The goal was not another streak.
It was giving every check-in something worth returning to.

The goal was not another streak.
It was giving every check-in something worth returning to.

FIRST DESIGN DIRECTION

I started with color

instead of words.

I started with color

instead of words.

Instead of asking users to search for the perfect emotion label, Myxora begins with twelve colored stones.

People choose the ones that feel closest, then the product reveals the language afterward.

The goal was to let recognition happen before explanation.


The interaction begins with instinct.

Users choose the colors that feel right, brew them into a potion, and receive a generated name based on the combination.

THE SYSTEM

Every check-in had to leave something behind.

Every check-in had to leave something behind.

I was not only redesigning how someone records a mood. I was redesigning what happens afterward.

The flow needed to give something back immediately, preserve each check-in, and gradually make those patterns visible.

Start with instinct, not language.

Start with instinct, not language.

Users begin with color. The label confirms the feeling afterward, and the selected stones dissolve into a generated potion.

Give something before asking for something back.

Give something before asking for something back.

The potion appears before journaling is requested. Reflection comes afterward and remains optional, so the interaction gives something before asking for more effort.

Every check-in leaves something behind.

Every check-in leaves something behind.

Each potion is saved to the Apothecary, creating a personal record that can be revisited without relying on another chart.

The companion remembers patterns.

The companion remembers patterns.

Repeated emotional patterns gradually shape the companion’s appearance, making accumulated history visible over time.

Every screen exists to reinforce the same idea:
A mood check-in shouldn't disappear after it's saved.

WHO THIS IS FOR

People who wanted to care about journaling, but couldn't stick with it.

People who wanted to care about journaling, but couldn't stick with it.

In interviews and testing, I kept meeting people who liked the idea of mood tracking but rarely maintained the habit.

They were not asking for more reminders or longer prompts. They wanted something that felt rewarding before it felt demanding.

APP
TONE
CORE WEAKNESS

CORE WEAK-NESS

WHAT'S MISSING

Finch

Finch

CHILDISH

CHILDISH

Pet-care framing reduces emotional depth

Pet-care framing reduces emotional depth

Adult aesthetic, real reflection

Adult aesthetic, real reflection

How We Feel

How We Feel

CLINICAL

CLINICAL

Visual identity, ritual feeling

Visual identity, ritual feeling

Data-first, no emotional warmth

Data-first, no emotional warmth

Daylio

Daylio

UTILITARIAN

UTILITARIAN

Log-and-chart with no personality

Log-and-chart with no personality

Beauty, attachment, something at stake

Beauty, attach-ment, something at stake

Calm / Stoic

Calm / Stoic

AMBIENT

AMBIENT

Adjacent to tracking, not tracking itself

Adjacent to tracking, not tracking itself

Daily artifact, emotional output

Daily artifact, emotional output

Myxora

Myxora

ETHEREAL

ETHEREAL

Onboarding complexity at concept stage

On-boarding complexity at concept stage

This became the opportunity space I wanted to explore.

This became the opportun-ity space I wanted to explore.

WHY A COMPANION, NOT A CHART

The companion became the core differentiator.

The companion became the core differentiator.

At first, the companion was mostly a visual reward. As the product developed, I realized it needed to carry the emotional history forward.

Without it, Myxora was still a more imaginative mood tracker. With it, patterns from previous check-ins could gradually shape something personal and alive.

Each visual trait responds to a different pattern over time. Nothing is chosen directly.

ATTRIBUTE

CONTROLLED BY

EXAMPLE RESULT

Aura color

Aura color

Dominant mood

Dominant mood

Calm → teal glow

Calm → teal glow

Wing shape

Wing shape

Mood variety

Mood variety

Mixed → asymmetric

Mixed → asymmetric

Outfit texture

Outfit texture

Potion variety

Potion variety

More variety → layered

More variety → layered

Hairstyle

Hairstyle

Emotional trend

Emotional trend

Restless → loose

Restless → loose

Accessory

Accessory

Reflection frequency

High consistency → ornament

High consistency → ornament

Atmosphere

Atmosphere

Recent pattern

Joy streak → light rays  

Joy streak → light rays  

Calm dominant

Soft rounded wings. Teal aura. Serene posture. Appears when peace and clarity lead the week.

Heavy / anxious

Storm cloud above. Angular wings. Muted aura. Appears after 3+ consecutive heavy brew days.

Joy dominant

Gold chest spark. Warm open wings. Radiant aura. Dominant when joy and love lead the week.

What got built, then killed

Three directions that didn't survive.

Three directions that didn't survive.

I tested each of these with friends before deciding anything. None of them failed on paper. They failed in someone's hands.

EXPLORATION 01
User-controlled customization

What happened

Testers spent more time dressing the fairy than reflecting on how they felt. The feature created attachment, but to the character they were designing rather than to the feelings that had shaped it.

EXPLORATION 02
Journal required before reveal

HOW ARE YOU FEELING TODAY?

felt kind of weird… idk hard to say today

Write something to continue

Brew

Brew

flask hidden until journal complete

What happened

Every tester wrote the minimum needed to unlock the brew. Reflection stopped feeling meaningful and started feeling like a task.

EXPLORATION 03
User writes the potion name

NAME YOUR ELIXIR

Monday

Early testing outputs:
"Monday" · "ok i guess" · [left blank]

What happened

People froze trying to invent the “right” name. One person typed “Monday,” another left it blank, and everyone wanted to move on.

DESIGN CONSTRAINTS

Three tensions I didn't see coming until I'd already built into them.

None of these were on a risk list before I started. Each one surfaced through the explorations above, or through a gamification pass that didn't survive any better than they did.

TENSION 01
People won't show up every day.

Early walkthroughs already showed drop-off. The ritual needed enough flexibility that one bad day would not become a reason to stop.

TENSION 02
Feelings don't fit neatly into words.

The journal-first version exposed how quickly users chose the closest available label just to move on.

TENSION 03
Gamification kills emotional honesty.

When I added streaks and progress bars, testers began optimizing for completion instead of responding honestly.

RESPONSE 01
Design for return, not streaks.

I removed streak counters and daily pressure. Missing a day does not create failure; returning simply continues the history.

RESPONSE 02
Let emotion lead, then add language.

Users begin with color. Language appears after the feeling has already been recognized.

RESPONSE 03
Remove the game layer.

No streaks, levels, or points. Progress appears through the companion’s evolution instead.

KEY decision 01
What I changed after testing customization

I removed customization, even though people liked it.

Testers enjoyed choosing wings, outfits, and accessories, and I almost kept the feature for that reason.

But by the second session, I noticed they were designing the companion they wanted instead of reflecting how they actually felt. The character became the focus, and the reason it was changing moved into the background.

I removed direct customization and tied each visual change to repeated behavior instead. The goal was not to let users design the outcome. It was to make the outcome feel genuinely shaped by them.

FIRST version
User-controlled customization

Users selected wings, outfits, colors, and accessories directly.

FINAL direction
Behavior-shaped evolution

Visual traits change through repeated emotional patterns rather than direct selection.

COMPANION EVOLUTION · SHAPED OVER TIME

STAGE 01

The Spark

A glow appears. No fixed form yet.

STAGE 02

Forming

A silhouette emerges from early patterns.

STAGE 03

STAGE 03

Established

Traits begin reflecting repeated behavior.

STAGE 04

STAGE 04

Evolved

A fully formed companion shaped by repeated patterns.

KEY DECISION 02

I tested the paywall after Brew 5, then moved it later when the relationship had more time to form.

The first paywall came too early.

The first paywall came too early.

I first placed the paywall after Brew 5, but it interrupted the experience before users had enough history or visible evolution to care about what came next.

I moved it to Brew 14, roughly two to three weeks of use. By then, the companion had started changing and the paid moment pointed toward something the user had already helped shape.

Brew 5

Too early

Familiar ritual, but too few check-ins to create attachment.

Brew 14

Stronger timing

Visible evolution gives the next stage context.

KEY DECISION 03

The name is received, not written.

The name is received, not written.

After removing manual naming, I didn't jump straight to generation.

My first attempt was a curated library of preset names. It solved the blank-page problem, but created a new one: picking "Quiet Dawn" from a list didn't feel meaningfully different from writing it yourself.

I eventually moved to true generation. The name became part of the reward instead of another decision users had to make.

INTERACTION SEQUENCE: FINAL ORDER

1

See the stones, feel pulled toward a color, tap it. The label is there to confirm. It never asks you to start there.

2

Brew: flask fills, name generates, fairy absorbs the color. The reward lands first.

3

Journal prompt appears: optional, post-reward, in the glow of the result.

INTERACTION SEQUENCE: FINAL ORDER

peace + clarity

peace + clarity

Elixir of Quiet Dawn

Elixir of Quiet Dawn

joy + love

joy + love

Amber Remembrance

Amber Remembrance

heavy + clarity

heavy + clarity

Storm and Patience

Storm and Patience

The generated names felt more recognizable and emotionally specific than manually written ones.

REFLECTION

What this reinforced. What's still unsolved.

What this reinforced. What's still unsolved.

01

People reacted differently once it felt like they were creating something instead of logging something.

Treating mood tracking like alchemy changed how people approached the experience before I had solved every interaction. They were not only logging emotions. They felt like they were making something from them.

02

Engagement wasn't the same as honesty.

The more I optimized for activity, the less truthful the check-ins became.

03

Constraints created better reflection.

An earlier version let people mix as many stones as they wanted. Potions became meaningless blends, and the system couldn't tell a real pattern from noise. Capping at five forced intentionality and made the generated names trustworthy.

04

Every screen had to earn its place.

Every screen needed to support the same promise.

I stopped optimizing individual screens and started asking whether each one strengthened the same idea.

next

When does attachment start feeling like pressure?

I still do not know where that line is.

The companion is meant to give people a reason to return, but I would want to test whether that starts feeling like responsibility over time. That is the main question I would explore next.

personal note

I built this alone, so a lot of the project came down to watching how people reacted.
One person tapped a stone and quietly said, “oh.”
That was the moment I knew the interaction was starting to make sense.

Let’s build something thoughtful

ceciliafiore.designer@gmail.com

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Designed + Coded by Cecilia

© Cecilia F. Lopez 2026. All rights reserved
Let’s build something thoughtful

ceciliafiore.designer@gmail.com

BACK TO TOP

Designed + Coded by Cecilia

© Cecilia F. Lopez 2026. All rights reserved
Let’s build something thoughtful

ceciliafiore.designer@gmail.com

BACK TO TOP

Designed + Coded by Cecilia

© Cecilia F. Lopez 2026. All rights reserved