KORA
Mobile app using AR and gamification to encourage short, engaging movement breaks and reduce sedentary behavior.
Duration
8 weeks
Live Preview
Tech Stack
Project Overview
KORA is a mobile app prototype designed to help adults reduce sedentary behaviour through short, playful AR-based walking quests. Instead of traditional fitness tracking, the app encourages light, low-pressure movement using game-like rewards and digital collectibles. The project followed a user-centred design approach guided by the Double Diamond framework and Self-Determination Theory to support motivation, autonomy, and engagement.
Goals
Reduce prolonged sitting through small active breaks
Move feel casual and enjoyable rather than like exercise
Support intrinsic motivation using gamification
Design an engaging AR-based interaction experience
Process
The project began with research into sedentary behaviour, motivation, and AR engagement. User surveys and behaviour insights informed personas and problem framing. I developed user flows, wireframes, and high-fidelity prototypes, focusing on the AR Quest interaction, collectible system, and social leaderboard. Iterative testing refined usability and engagement.
Challenges
A key challenge was encouraging movement without making users feel monitored or forced to exercise. The solution focused on playful design, subtle motivation, and short interactions that fit naturally into daily routines. Balancing AR engagement with safety and usability was also important.
Outcome
The final prototype demonstrates how AR and gamification can support everyday behaviour change in a friendly and accessible way. Usability testing showed the concept was easy to use, enjoyable, and motivating without pressure. The project highlights strengths in UX research, behaviour design, and emerging technology interaction.








