MYXORA · WELLNESS AI · CONCEPT 2026
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
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.
FIRST DESIGN DIRECTION
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
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.
Users begin with color. The label confirms the feeling afterward, and the selected stones dissolve into a generated potion.


The potion appears before journaling is requested. Reflection comes afterward and remains optional, so the interaction gives something before asking for more effort.
Each potion is saved to the Apothecary, creating a personal record that can be revisited without relying on another chart.


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
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
WHAT'S MISSING
WHY A COMPANION, NOT A CHART
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.
Reflection frequency
Recent pattern

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
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
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.

Established
Traits begin reflecting repeated behavior.

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

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
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.

