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HappyLife

Less screen time. More real life.

An app designed to bring people together through shared activities. Because sometimes what we need isn't another app, but someone to make plans with.

HappyLife cover: two phones showing the logo and the home screen with local activities and categories
Role
Lead Product Designer
Context
French startup · Social app
Services
UX Research · UX/UI · Prototyping · MVP
Period
2023

01 · The challenge

Designing an app people would want to put down.

After the pandemic, a French startup from Lyon came to us with an idea: help people reconnect in real life.

Loneliness wasn't new. Neither was spending hours looking at a screen while life happened somewhere else.

The challenge came with a contradiction. How do you design an app that brings people closer without making them more dependent on their phones?

The answer wasn't adding more features. It was removing what got in the way.

02 · The experience

Less searching. More finding.

We wanted to avoid endless scrolling, hundreds of choices and the familiar feeling of closing an app without having decided anything.

HappyLife started with three simple things: what you enjoy, when you're free and what you'd like to share with others.

Based on interests and availability, the app could surface relevant activities without making people browse through an endless catalogue.

The complexity belonged behind the interface, leaving people free to focus on what mattered.

Finding a good plan should be easy. Enjoying it should be even easier.

HappyLife home screen on a phone: upcoming activities, local agenda, categories and a date filter
HappyLife schedule and calendar screens with today's and next week's activities

03 · Gamification with purpose

The rewards were waiting offline.

HappyLife included a rewards system designed to encourage real participation.

Meeting people, joining activities and sharing experiences could earn points, redeemable for vouchers and new experiences.

The goal wasn't to reward time spent using the app, but what happened after putting the phone away.

A small distinction that changed the logic of the product.

Less reward for scrolling. More reasons to show up.

Mosaic of HappyLife screens: points earned, rewards, activity map and onboarding screens

04 · Product design

Fewer taps. More time for people.

Our UX/UI approach focused on making every decision simpler.

Quick access, useful filters and short journeys helped people discover activities that matched their interests and free time.

Instead of showing every possible option, we focused on making the relevant ones easier to find.

The product had to handle the complexity, not pass it on to the people using it.

From UX/UI research and prototypes through to bringing the MVP into operation, we kept the same principle: help people find what they needed with less effort.

We didn't need people to do more inside the app. We wanted them to do more outside it.

HappyLife Value Proposition Canvas with gains, jobs and pains, next to an app store listing

Value Proposition Canvas and app listing. Conceptual visualisation: the ratings and figures in the listing are part of the mockup, not real metrics. Tap the image to enlarge it.

05 · My work

Designing for what happens after the tap.

We worked on research, experience definition, UX/UI design and prototyping for an app created to make real connections easier.

The project progressed to the MVP implementation stage, bringing design decisions into the first functional version of the product.

The challenge was to turn a social idea into practical product decisions: how to filter activities, what information to show, when to surface relevant opportunities and how to encourage participation without unnecessary friction or dependence.

An experience built around technology knowing when to step aside.

Closing

Life happens beyond the screen.

HappyLife was built around a simple idea: there might always be someone nearby who'd love to share a moment.

Design could help those people find each other.

Have an idea that needs a more human experience? Let's talk.

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