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App Design · UX Research · Mobile

Sip Well

A water-tracking app that keeps users motivated and conscious about their daily hydration through smart reminders, awareness nudges, and a calming visual language.

Role

UI/UX Designer (Solo)

Tools

Figma · Adobe Photoshop

Platform

Android (412×917)

Year

2024

Sip Well app home screen showing the hydration ring, weather tile, and quick-action grid

01 — Problem & context

The problem

Dehydration is one of the most common yet overlooked health issues among young people. Most existing water-tracking apps feel clinical and transactional — they log intake and set reminders, but they don't explain why hydration matters or make the habit feel rewarding.

The challenge was to design an app that goes beyond logging: one that builds awareness, sustains motivation over time, and feels pleasant to return to daily.

Core insight

Users know they should drink more water, but knowing isn't enough. The app needed to close the gap between intention and action through timely, contextual awareness — not just alerts.

02 — My specific contribution

What I did

This was a solo project. I owned the full design process end-to-end: user research, information architecture, visual design, and prototyping.

  • Defined the problem statement and success metrics
  • Conducted primary research (user interviews + surveys)
  • Created user personas and journey maps
  • Designed the full information architecture and user flows
  • Built low- and high-fidelity wireframes in Figma
  • Established the visual design system (typography, colours, icons, spacing)
  • Delivered an interactive prototype

03 — Research

Understanding users

I spoke to potential users in the 16–25 age bracket — students and early professionals who are active but inconsistent about hydration. Three themes emerged consistently:

  • Forgetfulness — they simply forget to drink during busy periods
  • Lack of motivation — logging felt like a chore with no clear reward
  • Ignorance about effects — they didn't connect poor hydration to daily symptoms (fatigue, headaches)

Rohan, 17

12th Grade Student · Mumbai, India

Goals

  • Stay healthy
  • Perform well in sports
  • Maintain good grades

Pain points

  • Forgets to drink during study sessions
  • Doesn't know how much is enough
  • Finds existing apps too complicated

04 — Process

How I got there

I began with a tight problem statement and worked outward — sketching core flows on paper before touching Figma. The main user flow was deliberately simple:

User flow:  Tap app → View splash screen → Register / Sign In → Set up profile (gender, weight, age) → Set daily water goal → Log intake / receive reminders → View Facts & Reports

I structured the app around three pillars: Track (log intake), Remind (smart alarms), and Aware (daily facts and health tips). The onboarding collected just enough — gender, weight and age — to personalise the daily goal without friction.

Sip Well splash/onboarding screen showing the brand and a call to action to start

Splash / Onboarding

Profile setup screen letting users set their gender, weight and age to personalise their daily hydration goal

Profile setup (onboarding step 2)

05 — Design decisions

Key design decisions

Logo

The Sip Well logomark is a water droplet — chosen for immediate category recognition and clean scalability at small sizes. It works across both coloured and monochrome contexts.

Sip Well colour logo — a teal and cyan water droplet icon
Sip Well black logo — monochrome water droplet icon

Typography — Poppins

Poppins was chosen for its geometric, rounded forms that reinforce the app's water-inspired calm. Its clean lines reduce visual stress, making it easy to read at a glance — important for an app used mid-activity. The scale runs: Heading 1 Bold 24px · Heading 2 Semi-Bold 20px · Paragraph Light 17px · Button Medium 17px.

Colour — a considered palette

The four-colour palette conveys calm, trust, and freshness — the emotional register of hydration itself.

Sip Well colour palette: Background #30A190 (teal), CTA Button (dark navy), Buttons #0DF6CF (bright cyan), Content Block white

Home dashboard — one glance, full picture

Sip Well home dashboard showing a circular progress ring at 40%, today's weather in Mumbai (35°C, Sunny), and four quick-action tiles: Alarm, Report, Facts, and Water

Glanceable progress at the top

The circular ring shows today's completion at a glance — no numbers required. Weather is surfaced because heat directly affects how much users should drink, contextualising the goal without adding cognitive load.

The four quick-action tiles (Alarm, Report, Facts, Water) were chosen based on the most frequent actions from the user flow mapping. Everything else is one tap away from here.

Awareness as a feature, not an afterthought

Facts screen showing two awareness articles: 'Glasses of water a day' with beverage illustrations, and 'Rain Water Is Safe To Drink' — styled as a news feed

News-feed format for hydration facts

Most water apps reduce motivation to streaks or badges. I found users responded more strongly to understanding why. The Facts screen surfaces daily hydration knowledge in a scrollable news-feed format — familiar, low-friction, and educational without feeling like a lecture.

Articles are shareable (tap the share icon per card), turning passive awareness into a social moment.

Reminder system — alarm screen

Alarm screen showing the current alarm at 07:00 AM with next alarms queued at 08:00 AM and 09:00 AM, and a rotary time-picker wheel at the bottom

Scheduled alarms with a visual time picker

The rotary wheel picker makes setting reminder intervals feel tactile and intentional rather than typing numbers into a field. Users can see their full reminder schedule at a glance — current alarm plus the next two queued times.

What didn't work

An early version used high-frequency, aggressive alerts. User testing showed this felt nagging — testers disabled notifications entirely. The final design uses smarter defaults: 2-hour intervals, quiet during sleep hours, and a gentler visual tone.

06 — Core feature

The water tracker

The app was designed on an Android Compact frame (412×917px) with a 6-column grid. This constrained decision forced a focused, single-task-per-screen layout that keeps the key action — logging water — always prominent.

My Water screen showing a large 900ML cup illustration with a fill level indicator, 2 of 4 cups completed (250ML each), and a 1000ML daily goal at the bottom

My Water — daily tracker

Add drink modal showing two beverage options: a glass of water (500ml) and a can of Cola (330ml), with an ADD button at the bottom

Add drink — quick log modal

The large cup illustration fills as users log intake throughout the day — giving a visceral, satisfying sense of progress. The "Add drink" modal intentionally includes non-water beverages (like Cola) to be honest about total hydration rather than policing habits.

Animated fill — two keyframes

The cup animation transitions between an empty state and a filling state. These two frames show how the visual feedback communicates progress before the user even reads a number.

My Water screen — empty state, showing a nearly empty cup

Empty state

My Water screen — filling state, showing the cup partially filled

Filling state

07 — Final solution

All screens

The complete app spans onboarding, daily tracking, reminders, awareness, profile management, and analytics — all within a consistent teal visual system.

08 — Outcome

Result

8

Screens designed

3

Core pillars

2

Personas researched

Report screen showing goal 900mL at 70% completion, a breakdown pie chart of water, cola, coffee and juice intake, 830mL remaining, water intake frequency chart, 70% Today's Goal Reached, and 600mL Longest Streak Progress

Analytics that motivate, not guilt

The Report screen shows goal completion (70%), intake breakdown by drink type, a 3-day frequency chart, and longest streak — giving users enough data to understand their patterns without overwhelming them.

The final prototype tested as "educational" and "calming" across all users — matching the intended brand character. The Awareness pillar was cited as the most memorable differentiator.

09 — Reflection

What I'd do differently

If I were to revisit Sip Well, I'd invest more time in testing the Awareness content itself — the copy and fact selection. I made assumptions about what users find interesting; a structured content audit with real users would produce stronger, more resonant material.

I'd also explore a widget-first approach. The real breakthrough for a hydration app isn't the in-app screen — it's a glanceable home screen widget that removes even the step of opening the app. That surface wasn't addressed in this version.