Designing Tools for Human Growth

Exploring the challenge of building tools from self-awareness to team building — and what really drives improvement.
UI/UX Designer at Produgie (2021–2024) to Life

  • Design phase: Discover, Define, Develop, Deliver
  • Platform: Website
  • Tools: Figma, Interview
  • Context:
    User interview, User flow, Customer journey map, Wireframe, Mock-up, Prototyping, Demo

At Produgie, our goal was to help individuals and teams improve performance through personalized awareness tools. The platform included the main product:

  • Sprints: Habit-based feedback loops that users could initiate and invite coworkers to rate them on behaviors and outcomes.

But we encountered a core challenge — one that reshaped how I think about design, motivation, and clarity.

Background problem

The Engagement Problem

Usage rates remained low even though we arranged workshops with hundreds of users. Despite high-level goals, few users completed sprints, and many dropped off shortly after starting. While leadership assumed it was due to a lack of engagement, deeper discussion revealed a more fundamental issue: users didn’t understand what the product was asking them to do. And when people don’t understand, they disconnect. We assume it was the flow and feedback mechanisms that were unclear, leaving users without motivation or direction.

My role & Design process

Designing clarity under constraints

I initiated user interviews and followed a structured design process to better understand more insight regarding the product challenges.

I was responsible for:

  • Running self-initiated interviews when reaching out to the real user access was denied
  • Designing user flows and prototypes for sprint creation
  • Exploring how to guide users through complex feedback experiences
  • Advocating for user research and understanding
Gathering user feedback
Identifying the confusion
Develop potential solutions

Gathering user feedback

Listening Beyond the Brief

When formal access was limited, I interviewed 14 internal users and 8 external users who matched our target profile. I tested early prototypes and gathered open-ended feedback to discover core usability and emotional friction points.

The 5 insights were found out as listed.

Insight 1

“I don’t know what a Sprint is.”
“The words style, strategy, action — I don’t know how they relate to me.”
“What is the benefit? I can’t connect it to my work.”

Abstract terms like “Sprint,” “Action,” or “SCM feedback” created cognitive friction. The product relied on new concepts, but offered a lack of deeper education of onboarding or framing to help users adopt them.

Insight 2

People didn’t see why they should do a Sprint, and what they got from it

“I don’t see the point.”
“No one gives me feedback anyway.”
“There’s no real connection to my work or manager’s goals.”

Without clear value and social accountability, most users lost interest. Many were self-motivated at first, but without reinforcement, engagement dropped. Feedback was generic or absent, making the tool feel hollow.

Insight 3

Sprint felt unnatural and too demanding

“It doesn’t fit into my daily flow.”
“Only very organized people can use this.”
“I just want something to remind me and help me stay consistent.”

The current system assumed a high degree of structure and discipline. Users wanted something that felt simple, integrated, and flexible — like a nudge or gentle reminder.

Insight 4

Even motivated users couldn’t trust the input they were getting

“People just say something nice.”
“Feedback isn’t based on real observation.”
“I only got 1 response — then nothing.”

The system relied too heavily on peer observation, which wasn’t always possible or honest.

Identifying the confusion

Clarity is the First Step to Engagement

I understood that in order for the product to support real growth, it needed to do more than function — it had to educate, inspire, empower, and fit naturally into users’ daily habits.

I shared these findings with the team and proposed solutions: simplify the language, and reframe the Sprint concept to be more motivating — especially on mobile, where habit-forming behaviors are strongest. However, leadership remained attached to existing terminology and resisted making those changes.

Develop potential solutions

Design Enhancement with Clarity

With limited alignment, I shifted focus to what I could control — the user interface. I aimed to reduce friction, enhance clarity, and translate complex feedback mechanics into something intuitive and emotionally accessible. My goal was to make the experience feel less like a system to follow, and more like a tool that supports growth.

Create Wins

Many users didn’t complete their Sprints because they couldn’t see if they were improving. The system should improve the tangible feedback, personal validation, and regular touchpoints. I designed mechanisms that rewarded users with meaningful progress indicators:

  • Create a low-friction mobile-first version to encourage micro-interactions and quick daily tasks.
  • added reflective spaces like quick journaling prompts and voice note recording, allowing users to recognize their own progress — because growth should come from self-acknowledgement, not just external feedback.
  • Visualize growth over time with charts or progression bars.
  • Introduced visual progress trackers like daily streaks, badges, and cumulative scorecards.
Daily standup
Self rating
Added a reflection to record the journal
Progression review
Visualize growth
Daily streaks

Trying to Bridge the Gap

Remain low usage - Misunderstanding and Misalignment

  • One of the biggest obstacles we faced was language. Many users didn’t understand the terminology we used — especially words like “strategy,” “style,” “sprint,” or even “growth.”

As a designer, I observed that when users don’t understand the meaning, they lose motivation. They don't see the value, they don’t engage.
And without engagement, there is no growth — no matter how well-built the system is.

🔥 However, these insights were met with resistance. Leadership believed the issue was with the users — not the product. Core terminology was deemed untouchable. Research findings were dismissed, and no changes were implemented.
We’re not changing the terminology. User growth didn’t improve.

“When people don’t understand the words, they disconnect.
The design should begins with the same reality with the user”

What I’d Do Differently Now

A Second Draft with Greater Clarity

If I were to redesign a product like an improvement tool again, I would:

  • Start with language clarity: test every concept with real users
  • Prototype around motivation models, not just features
  • Build cross-team alignment earlier using user stories and shared success metrics
  • Use real-life scenarios to help users see themselves in the product

Key Design Elements

Design UI elements differences that I discovered from various tools. Improvement tools are not like CRMs or dashboards. They're emotional, reflective, and identity-driven.

    New Findings Through My Study

    Design for Understanding, Not Control

    Through my personal study of human motivation, I learned

    3 Barriers to Competence (and how design can solve them)

    In the future, I want to design tools that help people understand themselves, trust the process, and grow through clarity.

    My ability to think critically when a design isn't working. I am willing to speak up for users, even in hard situations. I am committed to design that helps people grow, ethically and clearly. And my desire to continue learning — both in designs and in life.

    Copyright © Tiyu Su