MY INVISALIGN APP
GAMIFICATION

MY INVISALIGN APP
GAMIFICATION

MY INVISALIGN APP
GAMIFICATION

MY INVISALIGN
GAMIFICATION

Improving critical flows at scale while balancing fun + trust.

Overview

Overview

Overview

At Align Technology, I initiated the design of a gamification system for the My Invisalign app, with the immediate goal of boosting engagement among teen users and the longer-term goals of improving treatment compliance and increasing Invisalign referrals.

I conceptualized streaks, experience points (XP), avatars, rewards, and interaction patterns. I then guided an intern who built on my early designs, ensuring alignment with our teen engagement goals.

  • Roles: Concepts & design direction, intern management

  • Team: Myself + 1 intern + product partners

  • Timeline: 3 months

  • Scope: Feature set, visual/interaction design patterns, engagement mechanics

At Align Technology, I initiated the design of a gamification system for the My Invisalign app, with the goal of boosting engagement and retention among teen users. I conceptualized streaks, incentives, avatars, rewards, and interaction patterns.

I then guided an intern who built on my early designs, ensuring strategic alignment with our teen engagement goals.

  • Role: Concepts & design direction, intern management

  • Team: Myself + 1 intern + product partners

  • Timeline: 3 months

  • Scope: Gamification feature set, visual/interaction design patterns

Impact

Impact

Impact

50k+

EXISTING USERS

IMPACTED

50k+

EXISTING USERS

IMPACTED

50k+

EXISTING USERS

IMPACTED

2x

PROJECTED

ENGAGEMENT LIFT

2x

PROJECTED

ENGAGEMENT LIFT

2x

PROJECTED

ENGAGEMENT LIFT

6

MOTIVATIONAL FEATURES

DESIGNED

6

MOTIVATIONAL FEATURES

DESIGNED

6

MOTIVATIONAL FEATURES

DESIGNED

Problem

Problem

Problem

Teen users of the My Invisalign app were disengaged and inconsistent in using the app, which reduced treatment adherence and limited referrals. The app lacked motivational elements, visible progress, and playful interactions that could encourage daily engagement.

How might we make using the My Invisalign app fun, motivating, and habit-forming for teen users, encouraging consistent treatment and app engagement?

Discovery

Discovery

Discovery

To understand the problem, I conducted:

  • Desk research on teen behavior patterns and digital engagement strategies

  • Competitor analysis of other health, wellness, and gaming apps targeting teens

  • Direct interviews with teen users to identify motivators, frustrations, and reward preferences


Key insights:

  • Teens respond strongly to immediate feedback and visible progress indicators.

  • Customization (avatars, badges) boosts identification with the app.

  • Social and competitive elements (streaks, leaderboards) increase willingness to return daily.

Before & After

Before & After

Before & After

A gamified system integrated in the existing app

  • Daily streaks & gems for consistent app use.

  • Avatar customization as a fun personalization.

  • Reward unlocks tied to milestones for motivation.

  • Motion design to make actions feel dynamic and rewarding.

Before

The original app home screen. No gamification elements were previously included.

After

Gems, streak, aligner progress, and achievements add visual interest and incentives to use the app.

Design process

Design process

Design process

Concepting & Ideation

  • Defined core engagement features: streaks, XP, avatars, rewards, progress feedback

  • Explored interaction and motion patterns to make the experience playful and dynamic

Design validation

  • Conducted unmoderated user testing with teen participants to validate engagement features and flows.

  • Tested streaks, XP, avatars, rewards, and motion/interaction patterns to ensure clarity and appeal.

  • Gathered quantitative and qualitative feedback on motivation, ease of use, and perceived fun.

  • Insights helped refine interaction timing, reward feedback, and progression cues before handing off to engineering.

Design direction & Mentorship

  • Guided an intern to execute designs aligned with teen engagement goals

  • Iteratively refined flows, visuals, and reward mechanics based on internal feedback

Handoff & Next steps

  • Delivered documentation and design specs for engineering

  • Built a foundation for future gamification features in the My Invisalign app

Example of test results for high-fidelity designs

I worked with our intern to validate the designs. Questions were centered around understanding user preferences for avatar selection. social sharing options, digital rewards, and widget usage.

Outcome

Outcome

Outcome

Teens are guided through a more engaging, motivating app experience that encourages daily check-ins and treatment compliance.

  • The framework sets a foundation for future enhancements, including new reward systems, social features, and personalized AI nudges.

  • Mentorship and guidance for the intern ensured conceptual integrity, even as the designs were further developed for implementation.

Motivational widgets

A custom avatar widget reminds users to complete their required treatment tasks, offering another way for users to enter the app.

Achievements

When certain milestones are reached, such as completing tasks for weeks in a row, achievements are unlocked.

Social sharing

Users can share their treatment progress on social media or via direct messages to keep friends and family involved in their care.

Leadership

Leadership

Leadership

Drove the project from early problem discovery with teens to design execution, while mentoring an intern to deliver a polished, engaging solution.

  • Delivered conceptual wireframes + prototypes to product stakeholders.

  • Mentored intern on UI flows, polish, micro-interactions, and animations.

  • Provided critique and ensured designs were mapped to strategic goals (engagement metrics, retention).

Reflection

Reflection

Reflection

Leading the gamification design initiative taught me how to guide and empower a design intern while owning strategic decisions, balancing user needs, feasibility, and long-term product vision.

Talking with teens was essential for narrowing the scope to what features teens most resonate with.

Pushing through competing business priorities gave me experience reaching a compromise on project scope and combining efforts.

Creating more "fun" designs meant extra discussions with design system teams and advocating for pushing design boundaries for a more exciting consumer experience.

LET'S CONNECT

LET'S CONNECT

LET'S CONNECT