Digital Unicron

Yoopee โ€” Simplifying Urinary Health Tracking Through Better UX

Yoopee โ€” Simplifying Urinary Health Tracking Through Better UX

Yoopee โ€” Simplifying Urinary Health Tracking Through Better UX

Yoopee is a mobile application designed to help children, elderly users, and individuals undergoing bladder training develop healthy and consistent urination habits. The app combines relaxing sounds, gentle vibrations, personalized reminders, progress tracking, and a rewarding achievement system to support users throughout their daily routines.

My Role

UIUX, Branding, Animations

Timeline

2 Weeks

Tools

Figma, Claude, Kling, Adobe AE

Market

๐Ÿ‡ซ๐Ÿ‡ท France

Product Goals

Product Goals

โœ… Encourage users to follow regular bathroom routines with reminders

โœ… Provide a calming experience using relaxing sounds and gentle vibrations.

โœ… Motivate users through gamification, rewards, and achievement badges.

โœ… Track usersโ€™ progress with statistics, calendars, and streaks.

โœ… Deliver an simple and accessible interface suitable for children, elderly users, and caregivers.

Client Objective

Client Objective

โœ… Duck mascot on the Splash Screen

โœ… Yoopee brand logo

โœ… Duck mascot animations

โœ… Hexagon Launch button

โœ… Reminder & Alarm system

โœ… Progress tracking with Calendar & Statistics

โœ… Confetti + star rewards for achievements

Research

Research

I conducted desk research with AI assistance to understand user needs and bladder-training behaviors.

Analyzed competitor applications, including Potty Time and Waterllama, to identify UX patterns, strengths, and design opportunities.

Visual Exploration
Collected visual references to explore the project's visual direction, illustration style, and interaction design.

๐Ÿ‘ฅ Who

Target Users

  • Children learning healthy toilet habits

  • Elderly users undergoing bladder training

  • Caregivers supporting daily routines and progress

๐ŸŽฏ What

User Goals

  • Establish healthy urination habits

  • Receive timely reminders and guidance

  • Track progress through rewards and statistics

  • Access calming sounds and vibration support

๐Ÿ•’ When

Usage Context

  • Multiple times throughout the day

  • During scheduled reminder sessions

  • As part of daily bladder training routines

๐Ÿ“ Where

Environment

  • Primarily at home

  • Bathrooms, bedrooms, and caregiving environments

  • Mobile-first experience on iOS and Android devices

๐Ÿ’ก Why

Motivation & Needs

  • Build consistent bladder habits

  • Reduce anxiety through positive reinforcement

  • Improve accessibility with a simple interface

  • Support caregivers with reminders and progress tracking

Target User Findings

Target User Findings

Findings

  • Children respond better to playful and interactive experiences.

  • Simple navigation and visual rewards increase engagement.


Design Decision

  • Introduced a friendly duck mascot, water animations, and a reward system to encourage routine building.

Findings

  • Elderly users require a simple interface with clear navigation and timely reminders.

  • Accessibility is essential for independent use.


Design Decision

  • Used large buttons, readable typography, gentle colors, and a straightforward navigation structure.

Findings

  • Caregivers need an easy way to schedule reminders and monitor progress without adding extra workload.


Design Decision

  • Included reminder scheduling, calendar tracking, and progress statistics.

Building Product Foundation Together

Building Product Foundation Together

After completing the research phase, I created the initial Information Architecture (IA) to organize core features and define the appโ€™s navigation. I then reviewed it with the PM (Chris), refining the user flow, feature priorities, and content structure through feedback to simplify navigation and better align with user and business goals.

Wireframing & Prototyping

Wireframing & Prototyping

01 Initial Client Sketch

The project began with an initial sketch provided by the client, outlining the core concept and feature ideas. This served as the starting point for discussions.

From Sketch to Interactive Prototype โ€” with Claude

Through several rounds of discussion and feedback with the Product Manager and the client, we iterated on the layout and navigation before moving into the final UI design.

Design System & Logo

Design System & Logo

Logo development was an iterative and collaborative process. Together with the Product Manager, I explored different visual directions, reviewed client feedback, and refined the design through multiple iterations while building the design system alongside it.

Logo development was an iterative and collaborative process. Together with the Product Manager, I explored different visual directions, reviewed client feedback, and refined the design through multiple iterations while building the design system alongside it.

The client provided an initial logo sketch and branding mood board as the foundation for the logo

After several iterations, we finalized the logo with the client. I then established the appโ€™s blue and yellow color system in Figma to align with the brand identity.

I then created the appโ€™s color and typography system in Figma using the brandโ€™s blue and yellow colors.

Mascot & Splash Screen Animation Through Iteration 

Mascot & Splash Screen Animation Through Iteration 

After several mascot iterations, we selected this final design. Its softer, warmer, and more approachable style better reflects Yoopee's friendly and welcoming brand personality. Here are the different mascot expressions and emotional states we developed to support various moments throughout the app,

We explored splash screen concepts aligned with Yoopee's hydration theme, starting with sketch layouts. Using the Kling AI model, we rapidly prototyped multiple animation ideas and refined them through several rounds of iteration based on client feedback to make the mascot feel calmer and more approachable, with subtle waddling, gentle splash effects, and delicate facial expressions.

โœ… This is the final approved splash screen after several rounds of client feedback and iteration. The animation includes gentle palm swaying, subtle water movement, floating bubbles, and the duck blinking and opening its eyes. 

Constraints

  • Limited AI credits, requiring careful planning for each generation.

  • Prompt refinement was needed to achieve consistent character style and animation.

  • Maintaining visual consistency across different AI-generated outputs.

  • Balancing quality and generation cost through selective iterations.

Starting with Login & Sign Up

Starting with Login & Sign Up

The onboarding flow allows users to create or access their account, recover their password, and personalize their profile with age-appropriate avatars. I broke account creation into smaller steps instead of presenting all fields at once.This reduces cognitive load and makes the onboarding process easier to complete, especially for users who may need a simpler, more guided experience. Personalization makes the experience feel more welcoming while allowing the interface to better reflect different user groups.

Home Page โ€” Launch, Sound & Vibration

Home Page โ€” Launch, Sound & Vibration

I separated the bottom navigation into three clear areas: Home, Alarms, and Progress(Calendar), keeping secondary features easy to access without competing with the main action.

The hexagon button acts as the primary action for starting and stopping a pee session. When users tap Start, the other Home elements are hidden to create a focused session experience. The selected or default sound begins playing alongside vibration, while the duck mascot animation responds to the active session. A timer provides clear feedback on the session duration.

When users tap Stop, the session ends and the interface returns to the initial Home state with the Launch button ready for the next session.

Sound Selection & Playback

Sound Selection & Playback

Sound Selection & Playback

From the Home Page, users can access Sounds and Vibrations through dedicated buttons. Tapping Sounds opens a list where users can preview and select their preferred sound. I added a loop toggle so the selected sound can repeat continuously throughout the pee session until the user taps Stop.

Different playback states are also shown in the UI, making it clear which sound is selected, playing or paused.

From the Home Page, users can access Sounds and Vibrations through dedicated buttons. Tapping Sounds opens a list where users can preview and select their preferred sound. I added a loop toggle so the selected sound can repeat continuously throughout the pee session until the user taps Stop.

Different playback states are also shown in the UI, making it clear which sound is selected, playing or paused.

Selecting Vibration

Selecting Vibration

Selecting Vibration

I started with a simple vibration-strength control, allowing users to adjust intensity based on their preference. During the design process, we explored different vibration patterns to make the experience more flexible and personalized. Based on the client-provided patterns, I designed the pattern selection and intensity controls to give users more control over their experience.

I started with a simple vibration-strength control, allowing users to adjust intensity based on their preference. During the design process, we explored different vibration patterns to make the experience more flexible and personalized. Based on the client-provided patterns, I designed the pattern selection and intensity controls to give users more control over their experience.

Before

Before

After

After

Client-Provided Vibration Modal

Client-Provided Vibration Modal

Pee Reminder & Scheduling โ€” An Iterative Process

Pee Reminder & Scheduling โ€” An Iterative Process

The reminder UI was the most iterative and discussed part of the design process.

1. We decided to keep the delete button visible instead of hiding it, making the experience easier and more accessible for elderly users and children.

2. We iteratively refined the reminder setup and simplified it into three clear options: Once (a specific date), Daily (every day), and Custom Days (selected days each week).

This created a more flexible reminder flow, allowing users to create, manage, edit, enable, or disable reminders based on their individual routines.

Tracking Progress & Managing Profile

Tracking Progress & Managing Profile

The calendar tracks usersโ€™ pee sessions and visualizes their progress through different levels. Each completed session earns a star, while users can also manually record their pee frequency for more accurate tracking.

I designed the progress view to make daily activity and long-term improvement easy to understand at a glance. The side menu keeps profile and account management separate from the core tracking experience, while still making these settings easy to access.

Pee Statistics & Progress

Pee Statistics & Progress

Pee Statistics & Progress

Track your pee habits with clear statistics, including daily and weekly frequency, regularity, and day/night patterns. The dashboard helps users understand their progress over time and stay motivated through simple, visual feedback. I organized the dashboard around key metrics and simple visualizations so users can quickly understand their habits and progress without feeling overwhelmed.

Track your pee habits with clear statistics, including daily and weekly frequency, regularity, and day/night patterns. The dashboard helps users understand their progress over time and stay motivated through simple, visual feedback. I organized the dashboard around key metrics and simple visualizations so users can quickly understand their habits and progress without feeling overwhelmed.

From Design to Launch โ€” Collaboration & Problem Solving

From Design to Launch โ€” Collaboration & Problem Solving

๐Ÿค My involvement continued beyond the design phase. I worked closely with developers to identify implementation issues, troubleshoot animation and asset problems, and find practical solutions that preserved the intended experience through launch. ๐Ÿš€

๐Ÿค My involvement continued beyond the design phase. I worked closely with developers to identify implementation issues, troubleshoot animation and asset problems, and find practical solutions that preserved the intended experience through launch. ๐Ÿš€

Problem
The animation JSON files were causing issues in Flutter, including invalid MIME type and Base64 errors. After investigating the issue with the developers, we found that some image assets were embedded as Base64 data rather than being fully vector-based.

Solution
After testing several approaches, we separated the embedded image assets from the animation JSON and optimized the files for Flutter. This resolved the errors and allowed the animations to work correctly in the final product.

Key Learning & Reflection

Key Learning & Reflection

1. Design for Different Users
I learned that a simple interaction can feel very different for children, elderly users, and caregivers. This pushed me to prioritize clear navigation, readable information, and simple actions throughout the experience.

2. Iteration Is Part of the Process
The reminder, vibration, and home experiences went through several iterations based on feedback. I learned that the first solution is rarely the final one, and each iteration helped make the experience more intuitive and refined.

3. Collaboration Improves the Final Product
Working closely with developers throughout and after the design phase taught me to consider technical constraints earlier and solve implementation problems together rather than treating design and development as separate stages.

4. Exploring AI as a Design Tool
I learned how to use AI to quickly explore visual directions, animation concepts, and design variations while being mindful of credit usage. Managing prompts carefully and refining them through iterations helped me use AI more efficiently, avoid unnecessary generations, and get better results within limited credits.

Recognition & Feedback โœจ

Recognition & Feedback โœจ

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