Efforts to Increase Retention in uMore, Self-Care App

Overview

uMore is a start-up with a mission to make mental well-being more accessible by helping people understand their emotions, track what influences their mood, and take meaningful steps toward positive change.

We aimed to create a product that integrates into daily life, making self-care a natural and consistent habit rather than an occasional effort.

The Challenge

While uMore had a strong activation rate of over 70%, we discovered that retention was weak, with over 80% of users dropping off after the 2nd day. This signalled that while people were interested in the app, they weren’t finding enough ongoing value to make it a lasting part of their self-care routine. Addressing this became a key focus, pushing us to rethink how we could drive long-term engagement and create well-being habits that stick.

The Team

We were a small, fast-moving startup of about 10 people, working in a highly collaborative, agile environment. I recently started as one-half of the design team and felt excited about this opportunity to improve my knowledge on design for retention. This meant learning on the go - diving into research, growth strategies, and behavioural psychology to understand what drives engagement.

Research & Planning

It did not take me long to learn that designing for mental health comes with unique challenges. Unlike other apps, engagement isn’t about entertainment or solving a specific task but it is more influenced by emotions and life circumstances.

Rather than trying to keep people glued to their screens, our focus was on helping users recognize how their thoughts and actions shape their emotions and nudge them towards healthy choices in order to improve their well-being.

The goal was to shift users’ internal compass from “How do I do this?” to “Doing this will help me achieve goals I truly value” or even further into “Doing this is part of who I am”. 🌱

Beyond engagement, we also had to consider ethical, language and data sensitivities - providing guidance without overstepping into therapy or medical advice, avoiding misleading or oversimplified messaging that could create harm, ensuring content didn’t unintentionally trigger any distress and of course making sure we kept data safe and secure.

Since I was still new to retention strategy, I took a structured approach to learning:

  • Read growth strategy and behavioural change articles to understand retention drivers and human motivation.

  • Analyzed data with my team to identify engagement features and drop-off points.

  • Researched competitors to see what worked in similar apps.

  • Collected user feedback to uncover pain points and needs.

  • Performed heuristic evaluation to uncover usability issues.

  • Contributed at creating personas and other ux artefacts to better understand needs and behaviours.

The team had already portrayed 3 types of Personas, and they were: Curious Clare, Help Me Hannah and Quantified Quin. They all initially came with a distinctive set of needs, but after a new round of interviews with existing users, the majority seemed to fit in the “Help Me Hannah” Persona, with a small shift on getting immediate support.

  • Profile of a 21-year-old student named Claire from the UK. She is single, has no kids, and attends university. Claire is curious, helpful, introverted, and optimistic. Her motivations include coping with academic demands and maintaining relationships. Her frustrations include technology issues and lack of personal time. Goals are securing a good job, traveling, and making a mark in the world. Opportunities for mental well-being improvements are highlighted.

    “Curious Claire” Persona

  • Profile of a woman named Hannah, a 24-year-old PR advisor from Barcelona. She is single with no kids and works in PR & media. Her personality includes being organized, anxious, extroverted, and responsible. Motivations include completing tasks on time and traveling. Frustrations include spending time on social media and losing motivation. Goals focus on career progression and balancing relationships. Opportunities suggest helping her manage stress and improve coping strategies.

    “Help Me Hannah” Persona

  • Profile overview of Quin, a 28-year-old financial manager from the USA. He is described as competitive, determined, active, and ambitious. His goals include achieving success and a comfortable lifestyle. Quin is tech-savvy and loves sports, particularly running. He is motivated by creating a successful career and excelling in sports, but faces frustrations such as impatience and control issues. Opportunities for uMore include combining physical and mental well-being data to enhance Quin’s productivity.

    “Quantify Quin” Persona

The new “Help Me Now Hannah” Persona

After gathering more user feedback, it seemed that most users now aligned with a more immediate, action-oriented version of Help Me Hannah.

Hanna is a user who seeks quick, effective solutions. She doesn’t have time for exploration or deep analysis, she wants immediate answers, guidance, and results.

Key characteristics:

  • wants fast answers and clear, actionable steps;

  • prefers a simple, visual, intuitive experience rather than complex features or insights - minimal cognitive load;

  • needs constant reassurance that she is making the right choices;

  • engages with the app primarily when she has a specific need.

Key Problems for Our Challenge

By analysing user data, we noticed:

  • A clear drop in engagement after the second day - While onboarding completion rates were strong, continued usage declined significantly with 70% of user dropping off after day 2. This link has more info about retention standards.

  • Our most engaged feature was the Mood Check-in but it wasn’t strong enough to keep sustained engagement.

  • Our psychoeducational content wasn’t performing as expected, with only 3% of users completing the whole route/path of activities, signalling lower than expected retention for structured activities.

Through qualitative research, we identified a few core reasons:

  • Lack of immediate benefit and unclear next steps - Users didn’t see a clear benefit after logging their mood, and many were unsure how to continue using the app.

  • Lack of personalisation - There was not enough insight or reward to make people come back for more.

  • Look and feel of the app - Users reported that the app feels clinical and that the information was difficult to navigate.

To tackle this, we formulated some key hypotheses:

  • If we provide clear next steps and bite-size activities, users will feel more guided and engaged.

  • If we introduce personalized recommendations, users will find more value and be more likely to return.

  • If we make the app feel warmer and more approachable, users will feel more connected and comfortable engaging with the content.

With these in mind, we began exploring solutions—balancing small, iterative tweaks with larger design interventions.

Exploring Solutions

Improving the First Week User Journey

"It is difficult to understand what to do with the app after finishing the onboarding".

One of the first things we looked at was helping users navigate their first few days in the app.

We noticed that after onboarding, users weren’t always sure what to do next. Some explored a few features, while others dropped off entirely. We figured that if we could give them clearer guidance, a sense of progress, and small wins early on, they might feel more motivated to come back.

Research in behavioral psychology suggests that small, early wins increase commitment (foot-in-the-door technique), while choice overload can hinder action. But before structuring this journey, we needed to identify our AHA! moment. Even though conversion metrics showed that the Mood Check-in drove the highest engagement, we suspected this was because it was part of the onboarding flow, not necessarily because it was the most meaningful interaction. Through feedback, we learned that different users valued different features: some preferred Mood Check-ins, others enjoyed Journaling, and some found Activities most useful.

To balance this, we positioned Mood Check-in as the core feature but mapped out other experiences, like Journaling and Activities, across the first few days in a guided checklist.

What we set out to do:

  • Structure a first-week journey that introduces key features without overwhelming users.

  • Highlight the Mood Check-in while still allowing users to explore personalized paths.

  • Provide a clear sense of progress and small wins to encourage retention.

Results & Challenges:

Initially, engagement improved. Users followed the checklist, and those who completed at least three tasks in the first three days were as likely to return the following week. However, some found the structure too rigid—they wanted to explore features at their own pace rather than being guided. We adjusted by adding more flexibility, allowing users to dismiss the checklist should they want to.

Flowchart of a mood tracking app's user interface showing day 1 and day 2 mood check-ins, including screens for completion rewards, mood tracking, daily checklists, mood trends, and gamification elements.

Improving the Look and Feel of the App

"I usually know how I am feeling and I don't need the app to tell me that."

One thing that stood out in user feedback was that the app felt too clinical and data-heavy. The well-being test, designed to provide an overall mental health score, was created with standardised measuring tools (PHQ-9, GAD-7, PSS-10), making it highly informative but overwhelming. Users reported that while the insights were helpful, the length of the test discouraged them from completing it, and the results often felt too impersonal.

We had to rethink how the experience felt emotionally. Instead of being a mental health tracker, we wanted the app to feel like a supportive space, insightful but also comforting and reassuring.

What we set out to do:

  • Reduce the emphasis on the well-being test and integrate it as an optional tool rather than a primary feature.

  • Redesign the screens to be more inviting and less data-driven, with less text and less cognitive load.

  • Tidy up the UI style guide to create a more cohesive and predictable experience.

Results & Challenges:

We have A/B tested the solution to validate it before implementation, however, the team was divided on the impact level, so we didn’t allocate a full sprint to complete an integral UI change but made progressive updates instead. This led to inconsistencies, with some screens still feeling clinical while others reflected the new direction. Users noticed, describing the UI as “a mix of different apps.”.

  • Depicting the homescreen of a mental health app, showing a mood check-in, a gratitude journal and other activities

    Before: Home Screen

  • Depicting the well-being tab of a mental health app, indicating different levels of stress, anxiety and depression

    Before: Well-Being Tab showing results from the well-being test. Users had to press on the “learn more” to read the results.

  • Image of the home screen of a mental health app showing a promt to register current mood and other mood-related widgets

    After: Home screen - If Mood Check-in was skipped at app open, then it was prompted on the homescreen.

  • Image of the home screen of a mental health app as it would appear in the evening, showing evening animation and a registered anxious mood.

    After: Home screen at different times of the day, depicted different animation and quote to add calm and newness.

  • Image of the "insights" tab of a mental health app showing a promt for a well-being survey

    After: Well-being tab prompting the well-being survey.

  • Image from a mental health app sowing the "insights" tab open with score results from a well-being score.

    After: Well-being tab showing well-being survey results.

Improving the Psychoeducational Content

"The activities were too much for me, I wanted something lighter. I am not mentally ready for this."

Users found our psychoeducational activities helpful but often overwhelming. The structured learning paths had low completion rates, and many users wanted something they could engage with in smaller, more digestible pieces.

Behavioral design principles emphasize that lowering effort increases follow through (the "friction principle"). Instead of requiring long term commitment, we needed to make activities feel lightweight, flexible, and immediately rewarding.

What we set out to do:

  • Organize activities into flexible categories rather than rigid paths.

  • Introduce bite-sized, interactive activities like gratitude exercises and guided journaling.

  • Diversify content formats by incorporating audio and video for accessibility.

  • Offer helpers and support on the way to ease the cognitive load of having to complete a new activity from scratch (eg. offer examples or additional guidance)

Results & Challenges:

We created over 50 individual activities, of which about half were CBT/Positive Psychology interactive ones (text based) and the rest were a mix of audio and visual learning and guides. Engagement increased slightly, especially with new video format content, and the favourite new topic became “relationships”.

However, we struggled with how much of our app identity should consist of content, because the competition was already pretty tough in this space, we decided we didn't want to go this route.

Before: Activities were organised as “Paths”

After: Activities showed as “bite-seize” categorised on different topics

Example of CBT Interactive Activity

Example of CBT Interactive Activity

Example of Audio Psychoeducation Activity

Example of Guided Breathing Technique

Improving the Mood Check-in

“If I were given a mood check-in, I would expect to be asked if I have slept, if I had eaten, if I had water.”

The Mood Check-in remained our best retention predictor, but users wanted it to feel more personal. Some felt limited by the available options and wanted more ways to express themselves. Additionally, after checking in, they didn’t always know what to do next—we needed to give them something actionable.

To address this, we introduced Mood Tips: small, encouraging actions based on their check-in. These ranged from simple habits (“Drink a glass of water”) to emotional nudges (“Send a kind message to someone you value”).

What we set out to do:

  • Expand the Mood Check-in to include more options that reflect diverse lifestyles and emotional states, and customization.

  • Introduce Mood Tips as small, actionable suggestions tailored to the user’s mood.

  • Add different widgets to track mood trends over time, helping users see progress and understand how they feel in a personalized way.

Results & Challenges:

Users loved the added depth to the Mood Check-in, and many reported that Mood Tips provided a small but meaningful boost. Not all the widgets had the same performance. While the Mood Tips were quite successful, the other widgets were perceived as simplistic or reductionist to people’s real feelings. The feedback made sense as we needed to gather long-term data to be able to perfect the correlations between mood and other behaviours and provide useful insights.

  • Image from a mental health app showing emojis laid out in a circle

    Mood Check-in step 1: picking an emoji representing your mood

  • Image from a mental health app showing lists of positive and negative emotions

    Mood Check-in step 2: picking emotions

  • Image from a mental health app showing lists of icons in categories to represent diferent behaviours like sleep, reading, etc

    Mood Check-in step 3 : picking related behavioural context

  • Image from a mental health app showing icons that can be re-arranged in categories

    Mood Check-in Customisation: Users could create their own categories, re-arrange items within a category

  • Image from a mental health app showing emojis laid out in a list

    Mood Check-in Customisation: Users could select and name their own context actions

  • Image from a mental health app showing some mood tips on a carousel meant to boost positiveness after a mood check-in.

    Mood Check-in Follow-Up: Providing Users with “Mood Tips” - actionable little steps they could take to boost their mood.

  • Image showing a widget from a self-care app showing changes in mood from the previous app open.

    Mood Widget: Showing mood changes from the previous check-in.

  • Image showing a widget from a self-care app explaining various emotions.

    Mood Widget: Offering a reassuring interpretation of one’s feelings selected during the check-in.

  • Image showing a widget from a self-care app showing a weekly mood cloud

    Mood Widget: Showing a weekly cloud of average moods and most selected emotions.

  • Image showing a widget from a self-care app showing what context actions are associated with positive and with negative mood.

    Mood Widgets: Showing what contet actions are usually associated with positive and with negative mood.

  • Image showing a widget from a self-care app showing a flourishing ratio.

    Mood Widget: Showing a flourishing ratio (a number representing the ratio between positive and negative moods)

  • Image showing a widget from a self-care app showing the relationship between mood and registered steps.

    Mood Widget: Mood vs. Steps - we have implemented integration with Google Fit and Apple Health to show the relation between physical activity and mood.

Strengthening Retention through Commitment

According to Sarah Tavel’s retention framework, an app becomes more valuable as users add more of their data. Over time, the environment becomes more personal, and it might create a sense of loss if they stop using it.

With this in mind, we focused on making the "Diary" section more inviting, so users could find delight in looking back and reflecting on their progress. But we knew we also herd constant feedback that the app is lacking human connection so we thought it would be a good idea to give users the option to invite a small circle of trusted people to the app.

What we set out to do:

  • Make the Diary more rewarding by surfacing meaningful trends and insights.

  • Test social accountability features like the "Buddy" system to increase engagement.

Results & Challenges:

The Journal tab resonated with long-term users, reinforcing habit formation. However, the Buddy feature saw low adoption—users didn’t want to feel like a burden for their loved ones and so avoided inviting them to the app, and many preferred a more private experience. This highlighted an important distinction: while social motivation works well for fitness and productivity apps, mental well-being is often a more introspective and personal journey.

  • Mobile app interface displaying a mental health journal. The screen shows entries for March 2022 with a calendar. Check-ins for March 10 and March 17 are visible, listing feelings such as "Awesome," "Loving," "Amazing," and activities like gym and outdoors. The interface includes options for Today, Journal, Insights, and Self-care.

    What should we know about the services you provide? Better descriptions result in more sales.

  • Mobile app screen showing a journal entry interface with entries for March 17, expressing happiness about seeing family. Includes gratitude and thought journals, mood tags, and navigation icons at the bottom.

    What should we know about the services you provide? Better descriptions result in more sales.

  • Mobile app screen showing March 2022 self-check activity, with 16 days checked in. Includes CBT Tools section and self-reflection entry.

    What should we know about the services you provide? Better descriptions result in more sales.

  • Mobile app interface for mood tracking, showing greeting message "Good afternoon, Hannah!" with a sun and cloud icon. Prompts to "Breathe and come to the present" and "How are you feeling?" with options to explore emotions like anxious and sad. Section for tracking mood changes and checking on buddies named Valentino and Samantha. Navigation icons for Today, Journal, Insights, and Self-care at the bottom.

    What should we know about the services you provide? Better descriptions result in more sales.

  • A smartphone interface displaying a profile page with a circular photo of a smiling person named Samantha. Below the photo, text indicates the person is "feeling awesome" with a mood tracker for the past 7 days. Options to learn more about their feelings and to check on a buddy with preset messages like "I'm always here for you" are available. The page uses icons and emojis to convey emotions.
    Description goes here

KeyTakeaways

This project taught me that designing for mental health is far more complex than simply applying best practices from other digital products. Above, I presented the main things we tried but in reality, we did a lot more iteration and testing; still, the real well-being impact remains unknown.

We often assume that if we provide value, users will keep coming back, but motivation fluctuates based on everybody’s circumstances - someone eager to engage today might feel emotionally drained tomorrow. Traditional app metrics like daily active users or retention rates may not explain a feature’s value or the real well-being impact.

Another recurring theme in user feedback was the lack of human connection. Even though we tried to resolve this through the “Buddy” feature, it seems that users don’t want to feel perceived as a burden for their loved ones. This makes me think that sometimes technology alone isn’t enough and that apps can not replace human support - they might need to be embedded within a larger support system of real-world connections.

To conclude, it seems that mental health improvement is slow, nonlinear and personal. Change doesn’t happen overnight, and the most we can hope for is that we have planted some seeds of change that some day, under the right conditions, might be able to grow further.


Note: I used AI to help organise and polish the writing in this case study. The research work, thinking, and decisions are entirely mine.