The Lock-Cup Project

The Lock-Cup Project

A habit-forming coffee machine
experience that encourages delayed caffeine intake for healthier mornings.

A habit-forming coffee machine
experience that encourages delayed caffeine intake for healthier mornings.

Academic Project

16 weeks

Jan 2024

Role: Product Designer

Context

Context

Most people reach for coffee the moment they wake up but it's not giving them the energy they expect

Most people reach for coffee the moment they wake up but it's not giving them the energy they expect

Caffeine works by blocking adenosine, the chemical that makes you feel sleepy. But adenosine levels are naturally low right after waking up, so your first cup of coffee isn’t doing much. Research shows that waiting just 90 minutes can make caffeine more effective.

Caffeine works by blocking adenosine, the chemical that makes you feel sleepy. But adenosine levels are naturally low right after waking up, so your first cup of coffee isn’t doing much. Research shows that waiting just 90 minutes can make caffeine more effective.

The problem? Morning routines are hard to break. So I designed Lock-Cup, a solo UX project that pairs a mobile app with a smart coffee machine that stays locked after waking. Instead of feeling restrictive, the experience is designed to feel supportive and habit-forming, using small nudges like recipe suggestions, progress tracking, and streaks to help users build
better mornings.

The problem? Morning routines are hard to break. So I designed Lock-Cup, a solo UX project that pairs a mobile app with a smart coffee machine that stays locked after waking. Instead of feeling restrictive, the experience is designed to feel supportive and habit-forming, using small nudges like recipe suggestions, progress tracking, and streaks to help users build
better mornings.

Challenge

Challenge

How do we help users delay their first cup of coffee without making it feel like a punishment?

How do we help users delay their first cup of coffee without making it feel like a punishment?

The concept was intentionally extreme: pair the app with a coffee machine that stays locked for 90 minutes after waking. But instead of feeling restrictive, the experience is designed to be supportive. It offers users healthy drink alternatives, progress tracking, and small nudges that make habit change feel rewarding, not punishing.

The concept was intentionally extreme: pair the app with a coffee machine that stays locked for 90 minutes after waking. But instead of feeling restrictive, the experience is designed to be supportive. It offers users healthy drink alternatives, progress tracking, and small nudges that make habit change feel rewarding, not punishing.

Research

Research

Understanding the science and behavior behind morning coffee habits

Understanding the science and behavior behind morning coffee habits

To ground the product in real user needs and scientific insights, I started by exploring the relationship between caffeine and energy levels. I discovered that adenosine, the chemical responsible for sleepiness, is naturally low right after waking up. Since caffeine works by blocking adenosine, drinking coffee immediately isn’t as effective. Delaying caffeine by 90 minutes leads to a more noticeable energy boost.

To ground the product in real user needs and scientific insights, I started by exploring the relationship between caffeine and energy levels. I discovered that adenosine, the chemical responsible for sleepiness, is naturally low right after waking up. Since caffeine works by blocking adenosine, drinking coffee immediately isn’t as effective. Delaying caffeine by 90 minutes leads to a more noticeable energy boost.

To understand user behavior, I screened participants based on one key trait: they regularly drank coffee within 30 minutes of waking up. This helped ensure the concept was tested on the right audience. I mapped out their routines, identified moments of friction, and used the Hooked model to explore how Lock-Cup could introduce a new habit loop.

To understand user behavior, I screened participants based on one key trait: they regularly drank coffee within 30 minutes of waking up. This helped ensure the concept was tested on the right audience. I mapped out their routines, identified moments of friction, and used the Hooked model to explore how Lock-Cup could introduce a new habit loop.

This research shaped early design decisions, such as including progress tracking, recipe suggestions, and an onboarding moment that reframed the delay as a challenge instead
of a punishment.

This research shaped early design decisions, such as including progress tracking, recipe suggestions, and an onboarding moment that reframed the delay as a challenge instead
of a punishment.

User Persona

User Persona

Meet Ryan, a coffee lover with great intentions, stuck in a suboptimal routine

Meet Ryan, a coffee lover with great intentions, stuck in a suboptimal routine

Ryan is a software developer from Chicago. He drinks coffee as soon as he wakes up but often feels like it’s not helping as much as it should. He’s open to healthier habits but isn’t sure how to make the switch without disrupting his morning flow.

Ryan is a software developer from Chicago. He drinks coffee as soon as he wakes up but often feels like it’s not helping as much as it should. He’s open to healthier habits but isn’t sure how to make the switch without disrupting his morning flow.

Key Challenges

Key Challenges

  • Feels low on energy even after his first cup

  • Wants healthier options but struggles with decision fatigue

  • Operates on autopilot during the morning routine

  • Feels low on energy even after his first cup

  • Wants healthier options but struggles with decision fatigue

  • Operates on autopilot during the morning routine

He says

“I want to try healthier habits, but when I wake up, I’m not in the mood to think or decide anything.”

Storyboarding

Storyboarding

A morning routine, redesigned using the Hooked model

A morning routine, redesigned using the Hooked model

To visualize how Lock-Cup fits into Ryan’s life, I mapped out a typical morning scenario through the lens of the Hooked framework — highlighting how each stage supports habit formation.

To visualize how Lock-Cup fits into Ryan’s life, I mapped out a typical morning scenario through the lens of the Hooked framework — highlighting how each stage supports habit formation.

The Hooked model outlines four key stages that drive habit formation: a trigger that prompts behavior, an action the user takes, a variable reward to keep them engaged, and an investment that increases future engagement.

The Hooked model outlines four key stages that drive habit formation: a trigger that prompts behavior, an action the user takes, a variable reward to keep them engaged, and an investment that increases future engagement.

Trigger

Ryan wakes up from the Lock-Cup alarm and sees that his coffee machine is locked.

Action

After turning off the alarm, the recipe page opens. He can like or shuffle recipes to teach the app what he enjoys.

Variable Reward

Ryan receives a new personalized recipe everyday based on his preferences.

Investment

He can track his progress within the app, to see the number of days he delayed his coffee, to create a sense of accomplishment.

Feature Prioritization

Feature Prioritization

Clarity on what to build now, and what to save for later

Clarity on what to build now, and what to save for later

To avoid feature bloat and keep the MVP focused, I used the MoSCoW method to sort 20 potential features into four categories: must have, should have, could have, and won’t have (for now). I started by creating Kano model cards to evaluate each feature's functional value and emotional impact.
From there, I mapped them into the MoSCoW grid. This helped me prioritize core functionalities like alarms, personalized recipes, and progress tracking, while also deferring lower-impact ideas like subscriptions and leaderboards for a future phase.

To avoid feature bloat and keep the MVP focused, I used the MoSCoW method to sort 20 potential features into four categories: must have, should have, could have, and won’t have (for now). I started by creating Kano model cards to evaluate each feature's functional value and emotional impact.
From there, I mapped them into the MoSCoW grid. This helped me prioritize core functionalities like alarms, personalized recipes, and progress tracking, while also deferring lower-impact ideas like subscriptions and leaderboards for a future phase.

Must Have

Could Have

Should Have

Won’t Have

Alarm Clock

1

Description

Basic

Performance

Delighter

Alarm clock functionality which the coffee machine will use in order to know when the user gets up

T

Progress Tracker

3

Description

Basic

Performance

Delighter

A feature where the user can see the number of days they delayed their coffee, creating a sense of accomplishment.

I

Recipe Feedback

6

Description

Basic

Performance

Delighter

The user can either like or dislike recipes according to their liking

A

Liked Recipes

10

Description

Basic

Performance

Delighter

User can save any recipe by liking it, so they can make it again

Personalized recipes

7

Description

Basic

Performance

Delighter

User will get new personalized recipes based on their likes and dislikes

R

User Dashboard

9

Description

Basic

Performance

Delighter

A dashboard for the user containing liked recipes, progress tracker

pairing menu

14

Description

Basic

Performance

Delighter

A pairing menu to pair the app with the coffee machine to avoid friction in user experience

Coffee Mug Render

11

Description

Basic

Performance

Delighter

A 3D render of the coffee mug in the app interface

Recipe Upload

12

Description

Basic

Performance

Delighter

Users can create and upload recipes for others to see. The most liked recipe for a month could get a reward

I

Coffee Machine UI

13

Description

Basic

Performance

Delighter

The coffee machine can have a UI to match the app and show the timer as well

Onboarding Screens

15

Description

Basic

Performance

Delighter

Splash screens for users to understand how the app works

unlock feature

8

Description

Basic

Performance

Delighter

An unlock feature which the users can use in times of emergency

Referrals

16

Description

Basic

Performance

Delighter

A referral feature to earn bonus rewards can be implemented

I

Subscription service

18

Description

Basic

Performance

Delighter

A subscription based model for premium features

R

points system

19

Description

Basic

Performance

Delighter

The user can be given some points for completion of goals

I

Leaderboards

20

Description

Basic

Performance

Delighter

A leaderboard feature showing where the user stands among others

R

User Flow Map

User Flow Map

Mapping every interaction across the Lock-Cup app

Mapping every interaction across the Lock-Cup app

To understand how users would interact with the app, from waking up to unlocking their coffee machine, I created a user flow diagram.

This helped visualize key moments in the experience, identify user inputs, and ensure feature placement aligned with the Hooked framework.

To understand how users would interact with the app, from waking up to unlocking their coffee machine, I created a user flow diagram.

This helped visualize key moments in the experience, identify user inputs, and ensure feature placement aligned with the Hooked framework.

Note: The numbers in purple correspond to Kano cards from the MoSCoW board. These helped connect features to user needs and priorities.

Note: The numbers in purple correspond to Kano cards from the MoSCoW board. These helped connect features to user needs and priorities.

Wireframing

Wireframing

Sketching out the core experience before diving into visual design

Sketching out the core experience before diving into visual design

To plan the app’s structure and interactions, I began by creating low-fidelity wireframes. These helped me define layouts, feature placement, and user flows early in the process.

I first sketched these by hand to explore ideas quickly, then translated them into digital wireframes for clarity and refinement.

To plan the app’s structure and interactions, I began by creating low-fidelity wireframes. These helped me define layouts, feature placement, and user flows early in the process.

I first sketched these by hand to explore ideas quickly, then translated them into digital wireframes for clarity and refinement.

Branding

Branding

Designing a brand that feels calm, supportive, and habit-focused

Designing a brand that feels calm, supportive, and habit-focused

Lock-Cup is more than a utility app. It’s a daily companion designed to help users shift their routines without pressure. The branding reinforces that experience by staying minimal, warm, and approachable.

Lock-Cup is more than a utility app. It’s a daily companion designed to help users shift their routines without pressure. The branding reinforces that experience by staying minimal, warm, and approachable.

Typography

Beautique Display

Bold - 100px

Roobert

Regular - 28px • 24px • 20px • 16px

Be Vietnam

Regular - 18px • 16px

Buttons

Start

Icons

Colors

Key Branding Choices:

  • Name: “Lock-Cup” balances clarity and curiosity. It hints at control but invites exploration for the users.

  • Typography: Rounded, friendly typefaces like Roobert and Be Vietnam create a sense of approachability and rhythm.

  • Color palette: A dark background for low-light mornings, paired with warm neutrals and soft highlights to avoid sharp contrasts.

  • Tone of voice: Supportive and encouraging, with microcopy that celebrates progress rather than enforcing rules.

Key Branding Choices:

  • Name: “Lock-Cup” balances clarity and curiosity. It hints at control but invites exploration for the users.

  • Typography: Rounded, friendly typefaces like Roobert and Be Vietnam create a sense of approachability and rhythm.

  • Color palette: A dark background for low-light mornings, paired with warm neutrals and soft highlights to avoid sharp contrasts.

  • Tone of voice: Supportive and encouraging, with microcopy that celebrates progress rather than enforcing rules.

UI Design

UI Design

Designing an interface that makes progress feel easy
& rewarding

Designing an interface that makes progress feel easy
& rewarding

The visual language of Lock-Cup was intentionally minimal, warm, and supportive. The goal was to avoid anything that felt clinical or restrictive. Every screen was designed to create a sense of calm and control while reinforcing progress.

The visual language of Lock-Cup was intentionally minimal, warm, and supportive. The goal was to avoid anything that felt clinical or restrictive. Every screen was designed to create a sense of calm and control while reinforcing progress.

Key design decisions included:

  • Dark mode by default to reduce early morning eye strain and promote a cozy, calm vibe

  • Rounded UI elements to soften the experience and remove any perception of strictness

  • Progress ring and calendar visuals to make delayed coffee feel like an accomplishment

  • Subtle motion in key touchpoints like the “New Recipe” button to improve discoverability

  • Clear icon labeling to improve clarity and build user confidence

Key design decisions included:

  • Dark mode by default to reduce early morning eye strain and promote a cozy, calm vibe

  • Rounded UI elements to soften the experience and remove any perception of strictness

  • Progress ring and calendar visuals to make delayed coffee feel like an accomplishment

  • Subtle motion in key touchpoints like the “New Recipe” button to improve discoverability

  • Clear icon labeling to improve clarity and build user confidence

The result is an interface that guides users gently through a new morning routine, making healthy behavior feel approachable, not overwhelming.

The result is an interface that guides users gently through a new morning routine, making healthy behavior feel approachable, not overwhelming.

Usability Testing

Usability Testing

Five users, real routines, and honest feedback that shaped the final design.

Five users, real routines, and honest feedback that shaped the final design.

I conducted usability testing to evaluate how easily users could navigate the core flows, understand the features, and interact with key elements like the timer, recipe shuffle, and progress tracker.

I conducted usability testing to evaluate how easily users could navigate the core flows, understand the features, and interact with key elements like the timer, recipe shuffle, and progress tracker.

Key Metrics

Participants

5

Testing Time

30m

Tasks / Test

7

Average Confidence

Avg Confidence

84%

Issues

2

Success Rate

91%

Participants were screened based on one primary behavior: drinking coffee within 30 minutes of waking up. This helped ensure relevance and focus when testing how Lock-Cup could influence their routines.

Participants were screened based on one primary behavior: drinking coffee within 30 minutes of waking up. This helped ensure relevance and focus when testing how Lock-Cup could influence their routines.

Findings & Insights

While the overall experience was well-received, a few usability issues surfaced:

While the overall experience was well-received, a few usability issues surfaced:

Issues

Severity

Insight

Shuffle button unclear

High

Users were unsure what the icon did or if it would reset their progress

New recipe button was too subtle

Medium

Several users didn’t notice it without visual prompts

Timer icon lacked clarity

Medium

Users expected more guidance or text to explain its function

What Users Enjoyed Most

Small wins matter

Users responded more to streaks and subtle encouragement than rewards.

“I love that I can track my streak. It’s like I earned my coffee today” – Participant 2

The lock was loved

Participants described the lock as “satisfying” and “strangely fun.”

“It’s weird, but locking the machine kind of made it fun” – Participant 5

Clarity is everything

Even minor visual elements like shuffle icons caused confusion.

“I wasn’t sure what the shuffle icon did. I was afraid it would reset something” – Participant 1

Design Improvements

Design Improvements

Turning feedback into thoughtful product decisions

Turning feedback into thoughtful product decisions

After usability testing, I prioritized the feedback from participants and iterated on the UI to improve clarity, discoverability, and user confidence. Each change addressed a specific problem surfaced during testing, from unclear icons to missing affordances.

After usability testing, I prioritized the feedback from participants and iterated on the UI to improve clarity, discoverability, and user confidence. Each change addressed a specific problem surfaced during testing, from unclear icons to missing affordances.

Here’s a breakdown of the key design improvements I made:

Here’s a breakdown of the key design improvements I made:

Improving Visibility of the New Recipe CTA

P1

P3

P4

P5

Issue

Issue

The CTA button was frequently overlooked

Users missed the “New Recipe” button, especially on first use, due to its static design and lack of visual prominence.

Solution

Solution

Added subtle motion to draw attention without clutter

A shine animation made the button more noticeable while maintaining the clean, minimal aesthetic—leading to higher engagement.

Clarifying Shuffle Functionality with Icon and Labels

P2

P3

P5

Issue

The shuffle icon caused confusion

Users weren’t sure what it did—some thought it reset progress, while others didn’t connect it to switching recipes.

Solution

Improved clarity with new icon and labels

Replaced the icon with a clearer “randomize” symbol and added text labels for Shuffle and Like. This boosted user understanding and confidence when interacting with the card controls.

Future Improvements

Future Improvements

Ideas to explore in the next iteration

Ideas to explore in the next iteration

While the MVP focused on habit-forming essentials, several opportunities emerged during testing and reflection to take Lock-Cup even further:

While the MVP focused on habit-forming essentials, several opportunities emerged during testing and reflection to take Lock-Cup even further:

01

Onboarding Instructions

Quick, engaging splash screens could help new users understand the app’s purpose and avoid confusion in their first use.

02

Motivation Boost

Visualizing adenosine levels (low, moderate, optimal) could encourage users to wait for the ideal
brewing window.

03

Seamless Navigation

Swipe gestures on recipe cards could offer a more fluid, intuitive way to explore suggestions compared to the current shuffle button.

04

Emergency Brews

An “emergency unlock” feature would give users an out when they really need caffeine, with tradeoff like losing a streak to keep the habit loop intact.

Lessons Learned

What I took away from building Lock-Cup

What I took away from building Lock-Cup

This project was more than just a design exercise — it was a real opportunity to grow my thinking around product behavior, user research, and designing for habits. Here’s what stuck with me:

This project was more than just a design exercise — it was a real opportunity to grow my thinking around product behavior, user research, and designing for habits. Here’s what stuck with me:

Avoiding Bias

During tests, I realized how easy it is to accidentally influence users. I learned to ask neutral questions and let their behavior speak for itself.

Users Will Surprise You

Even in a simple prototype, people interacted with things I didn’t expect — tapping, interpreting, or avoiding elements that felt "obvious" to me.

Less Is Really More

Designing around the Hook model meant stripping the experience down to only what mattered. Prioritizing simplicity was often harder but worth it!

Adarsh Mokashi

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