The Challenge
The CDC needed a way to engage audiences beyond traditional health education methods. Heart disease remains the leading cause of death in the US, yet many at-risk individuals struggle to adopt preventive behaviors. The challenge was to create an interactive experience that would make heart health education compelling, memorable, and actionable.
User Engagement
Traditional health campaigns show low engagement rates, with users quickly losing interest in educational content.
Behavior Change
Health information alone rarely leads to sustained behavior change without motivation and clear action steps.
Health Literacy
Many adults struggle with understanding complex health information and translating it into actionable steps.
Gamification in Health
Studies show gamified experiences increase user engagement by 90% and improve learning retention significantly.
The Solution
The Live to the Beat Gamify Experience transforms heart health education into an engaging, interactive journey. Through carefully designed game mechanics, educational content, and reward systems, users are motivated to learn about cardiovascular health and take meaningful action toward better heart health outcomes.
Process
Research and Discovery
User Interviews
Users were interviewed to better understand:
User Testing & Iteration
Usability Testing
After initial design concepts were developed, I conducted usability testing with 5 participants to validate the gamification approach and identify potential usability issues. Participants were given scenarios to complete health assessments, earn rewards, and navigate the learning modules.
Testing revealed high engagement with reward mechanics and clear navigation paths
Reflection
Concept approved for development
CDC stakeholders praised the reward mechanic and educational approach. The gamified experience received approval for full development and integration with the broader Live to the Beat campaign.
Testing validated engagement strategy
All usability testers reported that the reward animations felt "motivating" and "clear." The feedback confirmed that the gamification strategy successfully increased user engagement without compromising educational value.
Gamification drives behavior change
Early prototyping revealed that reward mechanics and progress visualization significantly improved user motivation to complete health assessments and retain educational content.
Accessible design is essential
Balancing engaging visuals with accessibility requirements highlighted the importance of high contrast, clear call-to-action buttons, and alternative text for all interactive elements.
Next Steps
Expand content library
Build out comprehensive library of heart health tips, recipes, and exercise recommendations to support long-term user engagement.
A/B test reward systems
Test different types of rewards (badges, discounts, social sharing) to optimize motivation and sustained engagement across diverse user groups.
Integrate with health tracking
Connect with popular fitness apps and wearables to create a more comprehensive health management ecosystem for users.
Scale to additional health topics
Expand the gamification framework to cover diabetes prevention, mental health, and other CDC priority health areas.
Work
Resume
About
Work
Resume
About
Live to the Beat Gamify Experience
An interactive, gamified journey to motivate users toward better heart health
Objective
Transform the CDC's "Live to the Beat" campaign into an engaging, interactive digital experience that motivates users to adopt heart-healthy behaviors through gamification and educational content.
My Role
Supported:
UX Research & User Interviews
Information Architecture
Product Design
Prototyping & Testing
Interactive Design Strategy
Cross Collaboration
Product Design
Product
Engineering
CDC Health Education Team
Tools
Figma
Illustrator
Figjam
InVision
Microsoft Word
Slack
The Challenge
The CDC needed a way to engage audiences beyond traditional health education methods. Heart disease remains the leading cause of death in the US, yet many at-risk individuals struggle to adopt preventive behaviors. The challenge was to create an interactive experience that would make heart health education compelling, memorable, and actionable.
User Engagement
Traditional health campaigns show low engagement rates, with users quickly losing interest in educational content.
Behavior Change
Health information alone rarely leads to sustained behavior change without motivation and clear action steps.
Health Literacy
Many adults struggle with understanding complex health information and translating it into actionable steps.
Gamification in Health
Studies show gamified experiences increase user engagement by 90% and improve learning retention significantly.
The Solution
The Live to the Beat Gamify Experience transforms heart health education into an engaging, interactive journey. Through carefully designed game mechanics, educational content, and reward systems, users are motivated to learn about cardiovascular health and take meaningful action toward better heart health outcomes.
Key Features
Interactive Learning Modules
EDUCATIONAL ENGAGEMENT
Each module introduces core heart health concepts through interactive content, quizzes, and real-world scenarios. Users progress through carefully structured learning paths that build understanding while maintaining engagement through immediate feedback and progress tracking.
Gamified Reward System
MOTIVATION THROUGH ACHIEVEMENT
Users earn badges, unlock achievements, and receive digital rewards as they complete health assessments and learning modules. The reward system includes discount coupons and health resources to extend engagement beyond the digital experience.
Personalized Health Journey
TAILORED USER EXPERIENCE
The experience adapts to individual risk factors and knowledge levels, providing personalized recommendations and content paths. Users receive customized action plans based on their assessment results and learning progress, making heart health feel achievable and relevant.
Progress Tracking & Analytics
MEASURING SUCCESS
Built-in analytics track user engagement, completion rates, and behavior changes over time. This data helps the CDC understand the effectiveness of different content types and optimize the experience for better health outcomes.
Process
Research and Discovery
User Interviews
Users were interviewed to better understand:
User Testing & Iteration
Usability Testing
After initial design concepts were developed, I conducted usability testing with 5 participants to validate the gamification approach and identify potential usability issues. Participants were given scenarios to complete health assessments, earn rewards, and navigate the learning modules.
Testing revealed high engagement with reward mechanics and clear navigation paths
Reflection
Concept approved for development
CDC stakeholders praised the reward mechanic and educational approach. The gamified experience received approval for full development and integration with the broader Live to the Beat campaign.
Testing validated engagement strategy
All usability testers reported that the reward animations felt "motivating" and "clear." The feedback confirmed that the gamification strategy successfully increased user engagement without compromising educational value.
Gamification drives behavior change
Early prototyping revealed that reward mechanics and progress visualization significantly improved user motivation to complete health assessments and retain educational content.
Accessible design is essential
Balancing engaging visuals with accessibility requirements highlighted the importance of high contrast, clear call-to-action buttons, and alternative text for all interactive elements.
Next Steps
Expand content library
Build out comprehensive library of heart health tips, recipes, and exercise recommendations to support long-term user engagement.
A/B test reward systems
Test different types of rewards (badges, discounts, social sharing) to optimize motivation and sustained engagement across diverse user groups.
Integrate with health tracking
Connect with popular fitness apps and wearables to create a more comprehensive health management ecosystem for users.
Scale to additional health topics
Expand the gamification framework to cover diabetes prevention, mental health, and other CDC priority health areas.
Work
Resume
About
Work
Resume
About
Live to the Beat Gamify Experience
An interactive, gamified journey to motivate users toward better heart health
Objective
Transform the CDC's "Live to the Beat" campaign into an engaging, interactive digital experience that motivates users to adopt heart-healthy behaviors through gamification and educational content.
My Role
Supported:
UX Research & User Interviews
Information Architecture
Product Design
Prototyping & Testing
Interactive Design Strategy
Cross Collaboration
Product Design
Product
Engineering
CDC Health Education Team
Tools
Figma
Illustrator
Figjam
InVision
Microsoft Word
Slack
The Challenge
The CDC needed a way to engage audiences beyond traditional health education methods. Heart disease remains the leading cause of death in the US, yet many at-risk individuals struggle to adopt preventive behaviors. The challenge was to create an interactive experience that would make heart health education compelling, memorable, and actionable.
User Engagement
Traditional health campaigns show low engagement rates, with users quickly losing interest in educational content.
Behavior Change
Health information alone rarely leads to sustained behavior change without motivation and clear action steps.
Health Literacy
Many adults struggle with understanding complex health information and translating it into actionable steps.
Gamification in Health
Studies show gamified experiences increase user engagement by 90% and improve learning retention significantly.
The Solution
The Live to the Beat Gamify Experience transforms heart health education into an engaging, interactive journey. Through carefully designed game mechanics, educational content, and reward systems, users are motivated to learn about cardiovascular health and take meaningful action toward better heart health outcomes.
Key Features
Interactive Learning Modules
EDUCATIONAL ENGAGEMENT
Each module introduces core heart health concepts through interactive content, quizzes, and real-world scenarios. Users progress through carefully structured learning paths that build understanding while maintaining engagement through immediate feedback and progress tracking.
Gamified Reward System
MOTIVATION THROUGH ACHIEVEMENT
Users earn badges, unlock achievements, and receive digital rewards as they complete health assessments and learning modules. The reward system includes discount coupons and health resources to extend engagement beyond the digital experience.
Personalized Health Journey
TAILORED USER EXPERIENCE
The experience adapts to individual risk factors and knowledge levels, providing personalized recommendations and content paths. Users receive customized action plans based on their assessment results and learning progress, making heart health feel achievable and relevant.
Progress Tracking & Analytics
MEASURING SUCCESS
Built-in analytics track user engagement, completion rates, and behavior changes over time. This data helps the CDC understand the effectiveness of different content types and optimize the experience for better health outcomes.
Process
Research and Discovery
User Interviews
Users were interviewed to better understand:
User Testing & Iteration
Usability Testing
After initial design concepts were developed, I conducted usability testing with 5 participants to validate the gamification approach and identify potential usability issues. Participants were given scenarios to complete health assessments, earn rewards, and navigate the learning modules.
Testing revealed high engagement with reward mechanics and clear navigation paths
Reflection
Concept approved for development
CDC stakeholders praised the reward mechanic and educational approach. The gamified experience received approval for full development and integration with the broader Live to the Beat campaign.
Testing validated engagement strategy
All usability testers reported that the reward animations felt "motivating" and "clear." The feedback confirmed that the gamification strategy successfully increased user engagement without compromising educational value.
Gamification drives behavior change
Early prototyping revealed that reward mechanics and progress visualization significantly improved user motivation to complete health assessments and retain educational content.
Accessible design is essential
Balancing engaging visuals with accessibility requirements highlighted the importance of high contrast, clear call-to-action buttons, and alternative text for all interactive elements.
Next Steps
Expand content library
Build out comprehensive library of heart health tips, recipes, and exercise recommendations to support long-term user engagement.
A/B test reward systems
Test different types of rewards (badges, discounts, social sharing) to optimize motivation and sustained engagement across diverse user groups.
Integrate with health tracking
Connect with popular fitness apps and wearables to create a more comprehensive health management ecosystem for users.
Scale to additional health topics
Expand the gamification framework to cover diabetes prevention, mental health, and other CDC priority health areas.
Work
Resume
About
Work
Resume
About
Live to the Beat Gamify Experience
An interactive, gamified journey to motivate users toward better heart health
Objective
Transform the CDC's "Live to the Beat" campaign into an engaging, interactive digital experience that motivates users to adopt heart-healthy behaviors through gamification and educational content.
My Role
Supported:
UX Research & User Interviews
Information Architecture
Product Design
Prototyping & Testing
Interactive Design Strategy
Cross Collaboration
Product Design
Product
Engineering
CDC Health Education Team
Tools
Figma
Illustrator
Figjam
InVision
Microsoft Word
Slack
The Challenge
The CDC needed a way to engage audiences beyond traditional health education methods. Heart disease remains the leading cause of death in the US, yet many at-risk individuals struggle to adopt preventive behaviors. The challenge was to create an interactive experience that would make heart health education compelling, memorable, and actionable.
User Engagement
Traditional health campaigns show low engagement rates, with users quickly losing interest in educational content.
Behavior Change
Health information alone rarely leads to sustained behavior change without motivation and clear action steps.
Health Literacy
Many adults struggle with understanding complex health information and translating it into actionable steps.
Gamification in Health
Studies show gamified experiences increase user engagement by 90% and improve learning retention significantly.
The Solution
The Live to the Beat Gamify Experience transforms heart health education into an engaging, interactive journey. Through carefully designed game mechanics, educational content, and reward systems, users are motivated to learn about cardiovascular health and take meaningful action toward better heart health outcomes.
Key Features
Interactive Learning Modules
EDUCATIONAL ENGAGEMENT
Each module introduces core heart health concepts through interactive content, quizzes, and real-world scenarios. Users progress through carefully structured learning paths that build understanding while maintaining engagement through immediate feedback and progress tracking.
Gamified Reward System
MOTIVATION THROUGH ACHIEVEMENT
Users earn badges, unlock achievements, and receive digital rewards as they complete health assessments and learning modules. The reward system includes discount coupons and health resources to extend engagement beyond the digital experience.
Personalized Health Journey
TAILORED USER EXPERIENCE
The experience adapts to individual risk factors and knowledge levels, providing personalized recommendations and content paths. Users receive customized action plans based on their assessment results and learning progress, making heart health feel achievable and relevant.
Progress Tracking & Analytics
MEASURING SUCCESS
Built-in analytics track user engagement, completion rates, and behavior changes over time. This data helps the CDC understand the effectiveness of different content types and optimize the experience for better health outcomes.
Process
Research and Discovery
User Interviews
Users were interviewed to better understand:
User Testing & Iteration
Usability Testing
After initial design concepts were developed, I conducted usability testing with 5 participants to validate the gamification approach and identify potential usability issues. Participants were given scenarios to complete health assessments, earn rewards, and navigate the learning modules.
Testing revealed high engagement with reward mechanics and clear navigation paths
Reflection
Concept approved for development
CDC stakeholders praised the reward mechanic and educational approach. The gamified experience received approval for full development and integration with the broader Live to the Beat campaign.
Testing validated engagement strategy
All usability testers reported that the reward animations felt "motivating" and "clear." The feedback confirmed that the gamification strategy successfully increased user engagement without compromising educational value.
Gamification drives behavior change
Early prototyping revealed that reward mechanics and progress visualization significantly improved user motivation to complete health assessments and retain educational content.
Accessible design is essential
Balancing engaging visuals with accessibility requirements highlighted the importance of high contrast, clear call-to-action buttons, and alternative text for all interactive elements.
Next Steps
Expand content library
Build out comprehensive library of heart health tips, recipes, and exercise recommendations to support long-term user engagement.
A/B test reward systems
Test different types of rewards (badges, discounts, social sharing) to optimize motivation and sustained engagement across diverse user groups.
Integrate with health tracking
Connect with popular fitness apps and wearables to create a more comprehensive health management ecosystem for users.
Scale to additional health topics
Expand the gamification framework to cover diabetes prevention, mental health, and other CDC priority health areas.
Work
Resume
About
Work
Resume
About
Live to the Beat Gamify Experience
An interactive, gamified journey to motivate users toward better heart health
Objective
Transform the CDC's "Live to the Beat" campaign into an engaging, interactive digital experience that motivates users to adopt heart-healthy behaviors through gamification and educational content.
My Role
Supported:
UX Research & User Interviews
Information Architecture
Product Design
Prototyping & Testing
Interactive Design Strategy
Cross Collaboration
Product Design
Product
Engineering
CDC Health Education Team
Tools
Figma
Illustrator
Figjam
InVision
Microsoft Word
Slack
The Challenge
The CDC needed a way to engage audiences beyond traditional health education methods. Heart disease remains the leading cause of death in the US, yet many at-risk individuals struggle to adopt preventive behaviors. The challenge was to create an interactive experience that would make heart health education compelling, memorable, and actionable.
User Engagement
Traditional health campaigns show low engagement rates, with users quickly losing interest in educational content.
Behavior Change
Health information alone rarely leads to sustained behavior change without motivation and clear action steps.
Health Literacy
Many adults struggle with understanding complex health information and translating it into actionable steps.
Gamification in Health
Studies show gamified experiences increase user engagement by 90% and improve learning retention significantly.
The Solution
The Live to the Beat Gamify Experience transforms heart health education into an engaging, interactive journey. Through carefully designed game mechanics, educational content, and reward systems, users are motivated to learn about cardiovascular health and take meaningful action toward better heart health outcomes.
Key Features
Interactive Learning Modules
EDUCATIONAL ENGAGEMENT
Each module introduces core heart health concepts through interactive content, quizzes, and real-world scenarios. Users progress through carefully structured learning paths that build understanding while maintaining engagement through immediate feedback and progress tracking.
Gamified Reward System
MOTIVATION THROUGH ACHIEVEMENT
Users earn badges, unlock achievements, and receive digital rewards as they complete health assessments and learning modules. The reward system includes discount coupons and health resources to extend engagement beyond the digital experience.
Personalized Health Journey
TAILORED USER EXPERIENCE
The experience adapts to individual risk factors and knowledge levels, providing personalized recommendations and content paths. Users receive customized action plans based on their assessment results and learning progress, making heart health feel achievable and relevant.
Progress Tracking & Analytics
MEASURING SUCCESS
Built-in analytics track user engagement, completion rates, and behavior changes over time. This data helps the CDC understand the effectiveness of different content types and optimize the experience for better health outcomes.
Process
Research and Discovery
User Interviews
Users were interviewed to better understand:
User Testing & Iteration
Usability Testing
After initial design concepts were developed, I conducted usability testing with 5 participants to validate the gamification approach and identify potential usability issues. Participants were given scenarios to complete health assessments, earn rewards, and navigate the learning modules.
Testing revealed high engagement with reward mechanics and clear navigation paths
Reflection
Concept approved for development
CDC stakeholders praised the reward mechanic and educational approach. The gamified experience received approval for full development and integration with the broader Live to the Beat campaign.
Testing validated engagement strategy
All usability testers reported that the reward animations felt "motivating" and "clear." The feedback confirmed that the gamification strategy successfully increased user engagement without compromising educational value.
Gamification drives behavior change
Early prototyping revealed that reward mechanics and progress visualization significantly improved user motivation to complete health assessments and retain educational content.
Accessible design is essential
Balancing engaging visuals with accessibility requirements highlighted the importance of high contrast, clear call-to-action buttons, and alternative text for all interactive elements.
Next Steps
Expand content library
Build out comprehensive library of heart health tips, recipes, and exercise recommendations to support long-term user engagement.
A/B test reward systems
Test different types of rewards (badges, discounts, social sharing) to optimize motivation and sustained engagement across diverse user groups.
Integrate with health tracking
Connect with popular fitness apps and wearables to create a more comprehensive health management ecosystem for users.
Scale to additional health topics
Expand the gamification framework to cover diabetes prevention, mental health, and other CDC priority health areas.
Work
Resume
About
Work
Resume
About
Live to the Beat Gamify Experience
An interactive, gamified journey to motivate users toward better heart health
Objective
Transform the CDC's "Live to the Beat" campaign into an engaging, interactive digital experience that motivates users to adopt heart-healthy behaviors through gamification and educational content.
My Role
Supported:
UX Research & User Interviews
Information Architecture
Product Design
Prototyping & Testing
Interactive Design Strategy
Cross Collaboration
Product Design
Product
Engineering
CDC Health Education Team
Tools
Figma
Illustrator
Figjam
InVision
Microsoft Word
Slack
The Challenge
The CDC needed a way to engage audiences beyond traditional health education methods. Heart disease remains the leading cause of death in the US, yet many at-risk individuals struggle to adopt preventive behaviors. The challenge was to create an interactive experience that would make heart health education compelling, memorable, and actionable.
User Engagement
Traditional health campaigns show low engagement rates, with users quickly losing interest in educational content.
Behavior Change
Health information alone rarely leads to sustained behavior change without motivation and clear action steps.
Health Literacy
Many adults struggle with understanding complex health information and translating it into actionable steps.
Gamification in Health
Studies show gamified experiences increase user engagement by 90% and improve learning retention significantly.
The Solution
The Live to the Beat Gamify Experience transforms heart health education into an engaging, interactive journey. Through carefully designed game mechanics, educational content, and reward systems, users are motivated to learn about cardiovascular health and take meaningful action toward better heart health outcomes.
Key Features
Interactive Learning Modules
EDUCATIONAL ENGAGEMENT
Each module introduces core heart health concepts through interactive content, quizzes, and real-world scenarios. Users progress through carefully structured learning paths that build understanding while maintaining engagement through immediate feedback and progress tracking.
Gamified Reward System
MOTIVATION THROUGH ACHIEVEMENT
Users earn badges, unlock achievements, and receive digital rewards as they complete health assessments and learning modules. The reward system includes discount coupons and health resources to extend engagement beyond the digital experience.
Personalized Health Journey
TAILORED USER EXPERIENCE
The experience adapts to individual risk factors and knowledge levels, providing personalized recommendations and content paths. Users receive customized action plans based on their assessment results and learning progress, making heart health feel achievable and relevant.
Progress Tracking & Analytics
MEASURING SUCCESS
Built-in analytics track user engagement, completion rates, and behavior changes over time. This data helps the CDC understand the effectiveness of different content types and optimize the experience for better health outcomes.
Process
Research and Discovery
User Interviews
Users were interviewed to better understand:
User Testing & Iteration
Usability Testing
After initial design concepts were developed, I conducted usability testing with 5 participants to validate the gamification approach and identify potential usability issues. Participants were given scenarios to complete health assessments, earn rewards, and navigate the learning modules.
Testing revealed high engagement with reward mechanics and clear navigation paths
Reflection
Concept approved for development
CDC stakeholders praised the reward mechanic and educational approach. The gamified experience received approval for full development and integration with the broader Live to the Beat campaign.
Testing validated engagement strategy
All usability testers reported that the reward animations felt "motivating" and "clear." The feedback confirmed that the gamification strategy successfully increased user engagement without compromising educational value.
Gamification drives behavior change
Early prototyping revealed that reward mechanics and progress visualization significantly improved user motivation to complete health assessments and retain educational content.
Accessible design is essential
Balancing engaging visuals with accessibility requirements highlighted the importance of high contrast, clear call-to-action buttons, and alternative text for all interactive elements.
Next Steps
Expand content library
Build out comprehensive library of heart health tips, recipes, and exercise recommendations to support long-term user engagement.
A/B test reward systems
Test different types of rewards (badges, discounts, social sharing) to optimize motivation and sustained engagement across diverse user groups.
Integrate with health tracking
Connect with popular fitness apps and wearables to create a more comprehensive health management ecosystem for users.
Scale to additional health topics
Expand the gamification framework to cover diabetes prevention, mental health, and other CDC priority health areas.