The Mission System

One three-act structure and a kit of reusable modules, built so a digital health app could make around six hundred missions without six hundred separate designs

Company

Global biopharma company

Role

Product design, systems design

Timeline

2025 – present

Collaborators

Behavioral science, UX research, copywriting

Scale

About 55 modules across 3 acts

Status

In development

Overview

The app needed six hundred missions… and not one had been built

Missions are opt-in activities that help people manage their symptoms and their condition. They come in every shape: meditations, videos, lessons, fact-or-fiction quizzes, checklists, a module for gathering questions to ask your doctor, a map and step tracker that nudges you to walk after a meal and more.

They had to stay interesting across a wide range of goals and levels of knowledge, and not every mission would apply to everyone. The program needed around six hundred of them. When I started, not a single one existed, and there was no proof of concept to build from. The whole system grew out of a dream: leadership's vague impression of what should exist.

My role

Our team needed structure before we could build anything

Six hundred bespoke missions was impossible, even for a team consisting of a behavioral scientist, a UX researcher, a copywriter and me, the product designer. We were still working out what a mission could even be. The possibilities were dizzying, and so the UX researcher and I teamed up to design the structure: the base parts every mission is assembled from, and the rules for putting them together. I designed the flows and the module library, which runs on its own design system.

Process

I built three simple missions and picked them apart

I started with the most basic mission I could design: a learning mission, one day of reading about your chronic condition. The second was a true-or-false quiz. The third was a stroll mission.

Picking those flows apart, we found they all shared the same shape. Each one had to prepare the person, each had a moment of action, and each came back afterwards to invite an optional reflection on the mission or what they'd learned, along with feedback on whether they enjoyed it.

The mission structure in three acts. Preparation, about 20 templates: overview and purpose, what you'll need, duration, reminders and integrations. Action core, about 25 templates: reading and illustration, untracked actions, audio and video, tracking and logging. Reflection, about 10 templates: self-reflection, a three-point mission rating, and data that feeds future recommendations back into preparation

Decision: one day or five, nothing in between

Mission length was one more variable the system had to absorb. We could have offered one, three and five days, but every length multiplies the templates: a one-, three- and five-day version of every walk, lesson and meditation is far more to build than just one and five. It would also give people one more thing to decide. With two options the choice is simple.

Solution

Every mission shares one three-act spine

Preparation, action, reflection. Each act holds a kit of swappable modules, and a module only appears when the mission needs it. A walk needs step tracking and a reminder; a reading needs neither. A new mission is assembled from parts, not drawn from scratch.

The mission templates laid out in three groups: preparation screens, action core screens and reflection screens, each a set of wireframe phone screens with swappable modules

One mission

The Evening Unload, from first screen to last

A proven evening writing practice that gets worries out of your head before they follow you to bed.

Preparation

Day one's four preparation screens: why worry time works, setup tips, a reminder to set, and Ready to get started, each illustrated with the same navy yarn

Action

The action screen: a prompt to write down everything on your mind tonight, with a text field, voice and photo buttons and Save

Reflection

Day one: a knitted house glowing from inside: Your worries have somewhere else to live now

Day 1

Day two: the yarn pulled into two separate clumps: Sorting it out makes it lighter

Day 2

Day three: a neat ball of yarn and a wound skein: Your brain trusts it's been handled

Day 3

Day four: two hands crocheting the yarn into fabric: Holding it differently is its own kind of progress

Day 4

Day 5

I broke my own style guide on purpose

Worries feel tangled and pop up where you don't want them. The style guide I wrote discourages full-bleed images, but I leaned into them here to get at how overwhelming worry can be. The yarn runs through almost every preparation screen, then winds its way into each day's reflection in a new form.

Most missions needed animation before leadership got excited. This one won them over with the story the yarn tells.

Outcome

A new mission is a set of choices, not a new design

Four months in, the app had gone from about twenty missions to two hundred, on the way to six hundred. The library now runs about fifty-five modules across the three acts. Reflection closes the loop: people will rate a mission, and that rating will shape what gets recommended next. New module types, like AI chat, medication tracking and mood logging, slot into the right act without disturbing the spine.

It's the quiet part of the work: the spine that keeps missions consistent and accountable, so content creation could happen at all.

Reflection

What I learned

The first mark is the hardest one

Nothing is worse than a blank canvas. Once the first rough mission existed, the team had something to react to, and rules could be drafted, broken and rewritten until they fit, with research testing every version.

Comparison is the best test of a rule

A rule only proves itself next to something else. Putting three missions side by side showed what they shared, and that's what turned three designs into a structure.

Next case study

House Rules