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Case Study 04
health & wellness

Life Coaching Platform

Transformed a book tour cancelled by COVID into a full digital platform built around a 7-area gamification framework, shaped directly by 50 user interviews.

period
6 months
context
Healthcare SaaS
role
UX Lead
tags
Product DesignUX ResearchWeb App
Today's pins, and the pins the comb is playingSeven rings: the seven life areasDashpot: many taps, one action step per dayHow the coaching platform turned a book into a habit, as a music box. However many times someone checks in, the app records one daily action step per life area, and the week plays back as a pattern of pins they can see and keep going. Shaped by 50 user interviews and four personas, it went from idea to MVP in six months.
7
life areas
50
user interviews
4
key personas
6mo
to MVP
How Might We
// hmw
transform an in-person book promotion experience into a digital platform that captures the same community and personal-transformation value, in 6 months?
The Problem

COVID eliminated the physical event strategy overnight. The OolaLife brand had built its audience through in-person book tours and community gatherings, none of which could happen anymore. There was no digital strategy, no product, and a countdown clock.

The platform needed to serve two distinct user types: Ambassadors with premium access and management capabilities, and regular users seeking personal-growth accountability. Both needed the system to feel human, not transactional.

Objectives & Scope

Seven Life Areas, One Digital Platform

The founders initially didn't know where to start. They only knew they wanted everything online. Working closely with Dr. Dave Braun and Dr. Troy Amdahl, I defined two interconnected products: a marketing website and a web app with eLearning sections, Ambassador and Coach roles, login, progress tracking, and enrollment built in.

  • MVP platform with user enrollment and Ambassador & Coach role hierarchy
  • Articles per unit + activities for long-term, monthly, and weekly goal tracking
  • Daily Action Steps with built-in accountability and weekly retrospectives
  • Dashboard as the main profile page, with progress visible at a glance
  • 7 Key Areas: Fitness · Finance · Family · Field (career) · Faith · Friends · Fun

Target audience: Women aged 30–60, high tech literacy, interested in personal development, networking, and Young Living. Competitor references studied: bigskyhealth.com, mindvalley.com, zerofasting.com.

Visual Context
Project screenshot 1

// visual-01

Project screenshot 2

// visual-02

The Solution

Conducted approximately 50 user interviews to define 4 key personas, primarily women aged 30–60 with high tech literacy and strong motivation for personal growth. Research showed accountability mattered more than content quantity.

Designed a gamification system, built from streaks, rewards, progress tracking, and daily action steps, that replicated the social accountability of in-person events. Collaborated directly with clients in live Miro + Figma sessions to compress decision cycles and meet the 6-month deadline.

Research & Process

From Whiteboard to Wireframe

The primary user journey started at the marketing website and ended at the application. MindValley served as the indirect benchmark. The founders admired its content depth and future-forward positioning, which shaped early explorations of structure and interaction.

  • 4 personas co-created directly with Dr. Braun and Dr. Amdahl through collaborative sessions
  • Extensive whiteboarding using customer-centric and Design Thinking methodologies
  • UX flow maps, wireframing, Information Architecture definition, sitemap, and MVP task scoping
  • Mobile-first approach with breakpoints defined early in process
  • Oola had organic growth across multiple domains, so we identified a consolidation opportunity for SEO and brand coherence
  • SEO strategy and Google Analytics fixes scoped alongside design work
  • Accessibility audit and code-level fixes identified and documented
  • When the marketing firm joined, aligned digital style guides with their team and Frontend devs
  • Handed off to another designer for final delivery; stayed available to close gaps
Project Momentum · D3

Six Months — Crisis to Launch

Momentum arc across the 6-month project. Each point marks a real milestone, from COVID crisis to the key insight that reshaped the product (accountability > content) to MVP launch. Hover each point for context.

Key Decision
// design-decision

The gamification system was a deliberate bet. Research showed the audience valued accountability above content quantity. They didn't need more to read, they needed a reason to show up tomorrow. The streak mechanic was the product insight, not the feature.

// reflection

Building for an audience that doesn't know they need digital is a different UX challenge than building for tech-native users. You end up teaching people a new language as much as solving a problem for them. The onboarding flow was more important than any individual feature.

OolaLife.com — homepage redesign showing Programs, Products, and the Oola community platform
OolaLife.com homepage redesign, showing Programs, Products, and the Oola community platform
Oola Lifestyle Excuses — gamified assessment showing the 7 F's of Oola wheel + life balance score
Oola Lifestyle Excuses, a gamified assessment showing the 7 F's of Oola wheel and life balance score
Discovery research — competitive analysis: Google, Instagram, Oola site audit, and analytics overview
Discovery research: competitive analysis covering Google, Instagram, Oola site audit, and analytics overview
Mobile login overlay — Oola app authentication screen · cellphone-first sign-in flow
Mobile login overlay for the Oola app authentication screen, a cellphone-first sign-in flow
Persona: Ambassador Martha — one of 4 personas derived from 50 user interviews
Persona: Ambassador Martha, one of 4 personas derived from 50 user interviews