Growve App Design
An anxiety-reducing, habit forming mobile application with a twist. Designed as a part of Gator User Design's Design-A-Thon, a 24 hour UX/UI Design challenge.



The Problem
Gen Z students and early-career professionals struggle to manage anxiety in high-pressure situations like presentations, deadlines, and social interactions. Driven by uncertainty and disorganized thoughts, this leads to reduced confidence, avoidance of opportunities, and burnout risk. There is a need for solutions that help users organize their thoughts and build a more positive, controlled mindset.
The Solution
Growve is an anxiety-reducing habit former with a twist: using the powerful psychology behind “blind boxes,” which are designed to keep customers coming back. Growve introduces the idea of a virtual blind box that you must complete self-improvement tasks to open.
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Research
Percentage of adults who have/will experience an anxiety disorder in their lifetime
31.1%
68.8%
Percentage of adults who will never experience an anxiety disorder in their lifetime

50%
50%
Plastic waste
percentage globally
Other waste globally
Via NIMH
Via newuniversity.org


How do these statistics relate to each other, and to Growve?
Growve was designed to help young adults navigate low points in their lives where they are consumed by society. The reward system is simple: users earn "seeds" and use them to unlock new characters from virtual blind boxes.
The concept of a virtual blind box is environmentally friendly. Blind boxes are designed to keep people coming back. Applying this psychology to Growve reduces the buying of physical blind boxes and therefore reduces plastic waste.
User Personas
We dedicated significant time to crafting user personas for Growve, gathering a clear idea of who we are designing for.


Low Fidelity Figma Designs


High Fidelity & Walkthrough

