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Consistenant

A Unity Android prototype and master's dissertation project exploring how gacha-style progression systems can support real-life habit tracking and habit adoption.

Portfolio and Repository

This is the GitHub repository for Consistenant. For a more complete project presentation with visuals, research context, and result breakdown, please visit the Portfolio Page above.

Overview

Consistenant is a master's dissertation project created at Iwate University, Japan. The project explores whether progression and reward systems commonly found in gacha games can make habit tracking feel more engaging and help users stay consistent with real-life habits.

The application combines habit tracking, gamification, gacha rewards, character collection, furniture collection, and dorm decoration into one mobile app prototype. The project was developed as part of a research and development study with a small team including an artist and an engineer.

The core idea is simple: complete habits, earn rewards, roll gacha, and see visible progress through collectibles and dorm building.

My Role

  • Game Director
  • Game Design
  • UX/UI
  • Unity C# Programming
  • QA Tester
  • Research

My work focused on designing the habit-to-reward loop, planning the app experience, creating the UX/UI structure, supporting Unity implementation, testing the application, and conducting research around gamification, habit adoption, and gacha-style progression.

Core Concept

Consistenant applies game progression to habit tracking.

Instead of treating habit tracking as a plain checklist, the app connects each completed habit to immediate rewards and long-term collection goals. The goal is to make habit completion feel less like a chore and more like a small daily progression loop.

Core Loop

  1. Open the app
  2. View habit reminders or daily login rewards
  3. Complete a habit
  4. Earn coins
  5. Use coins for gacha rolls
  6. Collect characters or furniture
  7. Decorate and improve the dorm
  8. Repeat through daily habit completion

Key Features

Multi-Habit Trackers

The app includes four tracker types:

  • Alarm
  • Goal Timer
  • Checklist
  • Quota

Each tracker type is designed to support different kinds of habits instead of forcing every habit into the same tracking format.

Daily Login Rewards

Daily login rewards act as a low-friction entry point. The player opens the app, receives a small reward, and is then placed close to their habit list.

Economy System

Habit completion is connected to coin rewards. Coins are used as the bridge between real-life action and in-app progression.

Gacha Roll

The gacha system acts as a long-term motivation goal. Completing habits gives the player resources to roll for collectible rewards.

Character and Furniture Collection

Characters and furniture give the player visible rewards for continued habit completion. These collectibles are connected to the dorm system.

Dorm Building

The dorm works as a visual progress space. As the player continues using the app and collecting rewards, the dorm becomes more populated and decorated.

Technical / Implementation Highlights

Unity Android Prototype

The project was developed in Unity using C# for Android. The implementation supported a playable mobile app prototype for the dissertation study.

Habit Tracker Systems

The app includes multiple tracker formats to support different habit types. This allowed the design to test habit tracking as more than a single checklist interaction.

Reward and Progression Systems

The prototype connects habit completion with coin rewards, gacha rolls, collectible rewards, and dorm decoration. This creates a connected progression loop between real-life behavior and in-app feedback.

UX/UI Flow

The app flow was designed around reducing friction between opening the app, seeing the habit list, completing habits, and receiving rewards. This was important because the project problem focused on habit tracking feeling like another task.

QA and Testing

Testing focused on making the app usable for the research evaluation, checking feature behavior, and supporting the one-week participant study.

Design Highlights

Habit Tracking as a Gameplay Loop

The project reframes habit tracking as a repeatable gameplay loop. Habit completion becomes the action that drives reward, collection, and visual progression.

Behavioral Design Framework

The design uses habit loop concepts such as cue, craving, routine, and reward. App features such as notifications, daily login rewards, habit trackers, coins, gacha, and dorm decoration were mapped to this loop.

Motivation Through Collection

The gacha and collectible systems were used as motivation tools. The design explored whether players who already understand game progression would respond to habit tracking when it was connected to rewards and collection goals.

Low-Friction Habit Completion

The app includes different tracker types so that users can choose a format that fits the habit. This supports the idea that habit tracking should be easy to start and simple to repeat.

Visual Progress Feedback

The dorm system gives users a visible record of their consistency. Instead of only showing numbers or streaks, the app turns habit completion into a space that can grow over time.

Research and Evaluation

Before designing the application, the project surveyed 100 digital natives and reviewed habit tracking apps, gamification, gacha game psychology, and habit loop theory.

The prototype was later evaluated with 24 participants over one week. The study compared pre-experiment and post-experiment survey responses across confidence, motivation, awareness, and consistency.

The total habit adoption score improved by 7.88% in the one-week evaluation. The strongest improvements were found in confidence and consistency.

This result should be understood as a short-term research result from a dissertation prototype, not as proof of long-term behavior change.

Tools

  • Unity
  • Photoshop / Illustrator

Project Status

Playable research prototype.

This project was developed as a master's dissertation and research and development project from 2022 to 2024. It should be viewed as an academic prototype and research project rather than a commercial product or production-ready application.

What I Learned

Consistenant helped me practice designing a system where game mechanics support real user behavior, not just in-game progression. I learned how to connect habit tracking, rewards, collection, and visual feedback into one loop.

The project also showed me that economy design is difficult even in a non-commercial prototype. If rewards are too generous, the motivation loop can lose urgency. If rewards are too limited, users may not feel enough progress to continue.

The one-week evaluation suggested that gacha-style progression can support habit motivation in the short term, especially around confidence and consistency. However, the project would need longer testing to understand whether it can support long-term habit adoption.

If I continued improving this project, I would focus on better reward pacing, stronger long-term progression, clearer social features such as dorm visiting, and more refined UX for daily habit completion.

About

Unity Android prototype exploring gacha-style progression, habit tracking, UX/UI, and behavior-focused gamification design.

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