PRODUCT DESIGN · UX/UI DESIGN · DESIGN SYSTEM

Evive.

DESIGN PRINCIPLE

Support should feel available, not clinical or overwhelming.

OVERVIEW

01

Support that adapts to readiness, not the other way around.

Evive supports people across gambling prevention, management, and recovery. Members arrive with different goals, levels of urgency, and access to care, so the product couldn’t rely on one linear journey or one definition of progress.

From February 2025 through July 2026, I worked across the member app, onboarding, check-ins, educational content, clinic programs, community, and helpline web experiences, partnering with product, engineering, and the clinical content team through design and developer handoff.

306 → 1,669

monthly active members, Feb 2025 to Jun 2026

19.1 → 52.9 min

monthly engagement per active member, same period

ROLE

Product + UX/UI Designer

TIMELINE

Feb 2025 – Jul 2026

PLATFORMS

iOS · Android · Web · Print

TEAM

Product · Engineering · Clinical · Content

THE CHALLENGE

02

One product had to serve very different moments of need.

A member might be exploring safer behavior, actively trying to stop, looking for immediate support, or meeting Evive for the first time on a clinic tablet. The experience had to stay clear without flattening those differences.

Clarity without labels

Help members choose a path without making them sort themselves into categories first.

Engagement without pressure

Avoid streaks, alarms, or language that could feel punishing.

Access beyond the app

Design for clinic workflows, printed tools, web entry points, and state-specific support.

PRODUCT STRATEGY

03

Simplify the decision before asking people to change.

New members had to pick one of three goals before they knew the product. Two of them, Reduce Gambling and Play Safer, were hard to tell apart and offered nearly the same lessons. So the product moved to two clear goals: Stop and Manage.

EARLIER STRUCTURE

1 Stop gambling

2 Reduce gambling

3 Play safer

Three choices, with substantial overlap between two of them.

TWO CLEAR GOALS

REFINED STRUCTURE

1 Stop gambling

Support abstinence and recovery.

2 Manage gambling

Build awareness and make intentional decisions.

A clearer first decision, followed by support tailored to the goal.

DEFINING THE EXPERIENCE

04

Help members reflect, not just track.

The product lead and behavioral-health team shaped the strategy for Manage, shifting the focus toward intentional reflection rather than simply tracking gambling activity. My role was to explore how onboarding, daily check-ins, and interaction patterns could translate that direction into a clearer, more supportive member experience.

• Urges

• Emotions

• Relationships

• Mental health

• Work / school

• Finances

8%

of Manage members reportedly later changed their goal to Stop

0.25%

of Stop members reportedly later changed their goal to Manage

Goal changes reported by Evive’s product lead, October 2025. Not independently verified in product analytics, and they don’t show that the product caused members to change goals.

INTERACTION DESIGN

05

A daily interaction had to feel useful, fast, and nonjudgmental.

I explored controls, visual feedback, response order, summaries, and question cadence for the Manage check-in. The goal was to make reflection quick to finish and easy to come back to.

Match the control to the question

A slider could make intensity visible, but familiar selection controls were faster and easier to complete with one hand.

Remove judgment from the visual language

I questioned using red to represent financial struggle, because it could imply failure when a member answered honestly.

Ask at the right cadence

Not every reflection question belongs in a daily flow. Some slower-changing topics were better suited to less frequent check-ins.

Close the loop

A summary could help members notice what they shared and see relevant progress instead of dropping straight back to the dashboard.

4,645

Manage check-ins recorded (3,446 mindset + 1,199 gambling activity), Feb 2025 to mid-2026. Completed events, not unique members.

OBSERVED BEHAVIOR · ITERATION

06

What we saw in the clinic changed the flow.

GRASP brought Evive into Nevada opioid treatment programs, on clinic tablets and phones. During a visit to Reno, a teammate and I helped people sign up and watched them get stuck in the lesson-first flow instead of reaching the rest of the app.

01

ASSUMPTION

Begin with a lesson

People waiting at a clinic might benefit from a short educational start.

02

WHAT WE OBSERVED

The lesson became a blocker

People got stuck in the lesson path instead of reaching the wider app.

03

WHAT I CHANGED

Make the lesson optional

Let members choose a lesson or the dashboard, with clearer next steps after a lesson.

DESIGNED RESPONSE

Keep education available without making it the price of entry.

I redesigned the flow so members could start a lesson or go straight to their dashboard, with clearer next steps after a lesson. For GRASP QR sign-ups, the proposed flow also skipped two questions we already knew: state and treatment-program status.

DESIGNING THE ECOSYSTEM

07

The work extended beyond a single app flow.

I translated the same support model across member, clinic, web, community, and print touchpoints. Each surface had different constraints, but needed to feel like one coherent service.

GRASP clinic onboarding

Tablet-to-phone flows, participation codes, recovery paths, and instructions designed around staff and patient handoffs.

Lessons beyond the phone

Reusable print templates and educational takeaways for people who couldn’t rely on app access.

Safety Net resources

Organized support categories and curated resources so immediate and ongoing help were easier to find.

Community integration

Navigation and hierarchy that brought the third-party community experience into the Evive product language.

800-GAMBLER

State-specific web pathways and clearer content choices for people seeking education or immediate support.

RESULTS IN CONTEXT

08

Designing inside a product people were actively using.

Product analytics from February 2025 through June 2026. Partner launches and state expansion happened in the same period, so these show the platform growing alongside the work, not the effect of one design change.

1,669

MONTHLY ACTIVE MEMBERS, UP FROM 306

+177%

MONTHLY MINUTES PER ACTIVE MEMBER

+97%

RESOURCE OPENS PER ACTIVE MEMBER

8,119

NEW MEMBER REGISTRATIONS

106,869

completed check-ins (95.7% Stop, 4.3% Manage)

14,124

lessons completed by 2,707 members

10,513

external resource opens by 2,351 members

MEASURING MY OWN CHANGES

The data doesn’t isolate the impact of individual design changes. I asked our analytics lead for onboarding drop-off by step and pathway so we could measure question placement and flow length directly, and that’s what I’d track next.

IMPACT + REFLECTION

09

One support system, from app to clinic.

I helped simplify entry points, design more supportive check-ins, respond to what we saw in clinics, and carry the product from app to print.

Clearer goal-based onboarding

More supportive check-in patterns

Clinic-ready learning alternatives

Reusable cross-platform design language

DESIGN PRINCIPLE I TOOK FORWARD

Behavioral-health design isn’t about making every action more engaging. It’s about making the right action easier, safer, and more respectful.

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