Project background

People with opioid use disorder have difficulty with impulse control, which makes their recovery more challenging.

Goal

The activity that helps patients control their impulses, which is useful during cravings.

My role

Senior Product Designer

Visual design

UX flow mapping

Motion direction

User research synthesis

Team

Product Managers

Engineers

Science

Legal team

Regulatory team

QA

Timeline

October 2023 - October 2024

10/23 - 02/24 Discovery and research

02/24 - 05/24 Concept testing

06/24 - 10/24 UI and dev handoff

Solution

Go/No-go is a therapeutic game that helps patients learn to withhold responses on No/go trials. Patients are asked to interact with positive and neutral words while avoiding words associated with their condition.

Onboarding

Onboarding is crucial for treatment, as it educates first-time users on the benefits and effective use of the product.

Practice round

Even after onboarding, some participants faced challenges with the activity.

Confusion arose over task execution. Testing feedback indicated a need for clearer instructions or more support.

Working memory words

An additional activity within Go No/go that works on improving memory.

Score

Participants want to track their performance. The Training Score at the end of the activity displays statistics on each patient’s progress.

How does it help the patient

Autonomy - This activity helps patients feel accomplished

Working Memory - Improving memory

Impulse Control - helps practice the ability to not react to triggers

Engagement - Both a distraction tool and game like experience

Cravings Management - reduces automatic responses to triggers and serves as a distraction tool

How it started - discovery and research

The user research phase lasted 9 months

Conducted 50+ patient and peer advisor interviews. I served as research moderator and note-taker.

“I’m interested in the finer details of the science behind these exercises. Whether these are conducted in clinical studies or what.” - Research participant

Early design explorations

Initial ideas stem from feedback from the science team and user interviews. The design presents patients with "neutral" and "negative" stimuli.

Wireframes onboarding - user testing

These designs were created during the exploration phase and helped gather valuable user research insights.

Iterations

Updates came from user feedback. The first version was too long and text-heavy, making onboarding tiring.

User testing

User testing revealed a desire for more performance and progress details. We added extra score information and exploration options.

Design system

Design system components annotation, and dev handoff

User journeys

Next steps - future concepts

Early explorations for the next steps. In order to make the game more engaging, we wanted to introduce different themes and animations.

Outcomes

Survey: Number of participants - 100
75% are very interested in using Go No/go
70% would use it daily

The solution was shaped through deep, iterative engagement with users. Our exploratory research uncovered critical emotional and logistical pain points, which we translated into targeted features.

Each round of testing sharpened the product’s clarity, language, design, and feature set. The result is a tool built not only for recovery but with those in recovery, every step of the way.

Multiple research rounds led to a prioritized feature set grounded in lived experience.

Concept interest exceeded 75% in all rounds.

Preference insights refined our UI and visual tone; users favored clarity, calm design, and flexible goal-setting.

Scientific explanations for tools (like Go/No-Go) improved credibility and user buy-in.

Final product direction centers on science-backed, empathetic, and adaptive support positioned to meet real recovery needs at scale.