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:

 

  • How people currently engage with health information and what motivates behavior change

 

  • What barriers prevent them from adopting heart-healthy behaviors

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.

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:

 

  • How people currently engage with health information and what motivates behavior change

 

  • What barriers prevent them from adopting heart-healthy behaviors

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.

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:

 

  • How people currently engage with health information and what motivates behavior change

 

  • What barriers prevent them from adopting heart-healthy behaviors

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.

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:

 

  • How people currently engage with health information and what motivates behavior change

 

  • What barriers prevent them from adopting heart-healthy behaviors

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.

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:

 

  • How people currently engage with health information and what motivates behavior change

 

  • What barriers prevent them from adopting heart-healthy behaviors

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.

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:

 

  • How people currently engage with health information and what motivates behavior change

 

  • What barriers prevent them from adopting heart-healthy behaviors

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.