CoolDown - UPI Speed bump gamification

CoolDown is a gamified system designed to help users curb impulsive spending during UPI transactions. By introducing gentle, mood-aware friction and rewarding self-control, it turns mindful spending into a fun, engaging, and socially rewarding experience.

Product design

Gamification

Roles & Responsiblities

User research, User Mapping, Problem solving, Prototype, Designing visuals, Usability Testing

Duration

2 weeks

UPI transactions in India crossed 19.47 billion in July 2025, making payments nearly frictionless.


While convenient, this ease reduces the “pain of paying,” encouraging impulsive purchases, especially during late nights and emotional triggers like stress or boredom.

Context

Monthly UPI transaction volume

May

Apr

Jun

Jul

Aug

19 billion

20 billion

18 billion

17 billion

16 billion

15 billion

Design a gamified UPI experience that:


Encourages reflection before impulsive purchases

Rewards mindful behavior

Builds long-term financial awareness

Objective

Target Audience

Early-career professionals & students

They frequently use food or commerce apps, overspend impulsively, and seek soft motivation to stay within budgets.

Design Strategy

Empathy Mapping

Prototyping

Problem Solution

Wireframes

Visual Design

Competitive Analysis

Gamification

User Flow

Information Architecture

User Research

User Persona

Usability Testing

Target Role

Design Thinking Process

Emphatize

Define

Ideate

Design

Test

User Research

User Interview

Entrant Analysis

User Persona

User Jouney Map

Goal Statement

Empathy Map

Brainstorming

Card Sorting

User Flow

Paper Wireframes

Visual Design

Prototype

CheckUsability

Survey Insight

Improvements

Emphatize Phase

To understand more on ideas and experiences through non-numerical data, focusing on understanding why or how by using methods like interviews and focus groups

Can you describe your typical process before making an online purchase (e.g., food, groceries)?

Do you usually plan your purchases in advance, or decide in the moment? Why?

How often do you set a budget for online orders? How strictly do you follow it?

Think of the last time you ordered food or groceries without planning — what triggered it?

Does your mood (e.g., stress, celebration, boredom) impact your likelihood of ordering

Have you ever regretted an impulse purchase? If yes, why?

Do you track your food or grocery spending regularly? How?

Would you be interested in earning rewards for avoiding unnecessary orders?


Most of the impulse purchase are done in fast delivery apps

Users have low pre-planning

Even when budget exist, self control is weak and overspending is common

User don't feel guilt until they check their bank balance

Triggers are mostly tied to emotions( stress/boredom) and context (night cravings/ offers)

70%+ orders are unplanned, triggered by convenience/moods.

50%+ orders are done at late nights and weekends

60%+ admit UPI makes it easier to buy impulsively.

Top regret reasons: overspending & unhealthy food.

70%+ open to have app to prevent impulse purchase before ordering.

Qualitative Research

Interview Questions

Key Insight Derived

Key Insight Derived

I need to measure and tests phenomena using numerical data, focusing on how much or how many with methods like surveys and experiments, and uses statistical analysis to draw conclusions from larger samples

Quantitative Research

Design Concept

A speed bump for UPI — introducing playful micro-friction before payments using mood-aware challenges, cooldowns, and rewards.

Gamification Mechanics

Cooldown Timer

Introduces delay before payment

Rewards & Streaks

Reinforces restraint

Mood-based Difficulty

Personalized friction

Progress Bar

Visualizes savings goals

Leaderboards

Social motivation

Strategies for Gamification

Competitive analysis

Gamification Justification

Learnings

Thank You

The system uses mechanics that has core gamification breaking the regular payment cycle adding gentle friction without affecting the payment flow.

Designing CoolDown taught me that friction isn’t always the enemy of good UX but sometimes, the right kind of friction can protect the user from their own impulses. In this project, I explored how playful resistance could actually make people feel more in control, not restricted.


I started by assuming people wanted to spend less. But what they really wanted was to feel better about their choices. The gamified cooldown, rewards, and mood tracking gave them small wins, a moments of satisfaction that replaced guilt with progress.


One of the most surprising realizations was that awareness itself can be gamified.
Even subtle cues like a cooldown animation or a visual reminder of one’s mood can shift behavior without being preachy.


It’s not about blocking spending. it’s about making the act of waiting emotionally rewarding.


Through user feedback and iteration, I also learned that:



Ultimately, CoolDown helped me see how UX design can shape healthier habits not by enforcing rules, but by giving users the space and agency to make mindful choices. It was less about technology slowing people down, and more about helping them pause just enough to stay aligned with themselves.

Loss Aversion : Users hate losing rewards.

Streaks : Daily/weekly restraint streaks.

Social Proof: Compare with friends.

Progress Feedback: Visual bar for budget left.


High-Fidelity Wireframes

Encourages mindful micro-decisions at payment stage.

Makes boring “self-control” fun, rewarding, and social

Why Gamification Works:

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