SUMEET GOKHALE
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Unsmoke · Smoking cessation · Concept, not shipped

Smoking one cigarette shouldn't reset you to zero

A streak has exactly one failure state. You smoke once, the counter goes to zero, and the app now says you have achieved nothing, which is precisely the moment people delete it. Unsmoke records that cigarette as a two per cent change to something continuous instead. The slip still costs you, but it doesn't cost you the product.

My role
UX researchInteraction designUI & visual design
Users
People smoking 5+ yearsRepeat quit attempters
Tools
FigmaPhotoshop
Status
Self-directed conceptMay 2024
Three Unsmoke screens: the home screen with a 14 day streak card and a health meter, the urge screen showing a flask at 98 per cent purity, and the support network screen with educational resources unlocked by streaks

READ THIS FIRST. Unsmoke is a self-directed concept. It was never engineered or released, so there is no analytics, no retention curve and no controlled comparison anywhere on this page. The one outcome I can point to, eight people who told me they cut down or stopped, is self-reported by a group I recruited myself. It is an anecdote and I have labelled it as one. What follows is the design argument and the reasoning behind it.

01 Why this problem

The streak is the wrong shape for this behaviour.

Streaks are the default mechanic in habit apps, and for most habits they work. Meditation, running, language practice: you either did the thing or you didn't, and a run of consecutive days is a fair description of how you're doing.

Quitting is not shaped like that. Relapse isn't the exception, it's the documented path, and someone on their fifth attempt has usually made more progress than the counter can express. A streak turns the most fragile moment in the whole process into a total loss, and it does so with a number that is designed to feel like judgement. The person who most needs the app open tomorrow is the person the app just told they are back at day zero.

So the design question I set for myself was narrow: what does the app show you in the sixty seconds after you smoke? Everything else in Unsmoke follows from the answer.

Streak counter, on the day of a slip Day 12 twelve days banked One cigarette a single lapse Day 0 everything erased App deleted nothing left to return to Purity variable, same day, same cigarette 100% pure twelve clean days One cigarette logged, not hidden 98% pure a cost you can see Recovery continues still 98 points of progress Both models charge you for the cigarette. Only one of them leaves you somewhere to carry on from.
The whole concept is this substitution: a discrete counter that can only be intact or destroyed, replaced with a continuous value that degrades and recovers.

02 The core interaction

The app asks before the craving does.

Most cravings are not random. They arrive with coffee, after lunch, on the drive home. During onboarding you set the times you already know are difficult, and the app meets you there instead of waiting to be opened.

At the appointed time Unsmoke asks one question: do you feel like smoking right now? Answer no and it logs a clean interval. Answer yes and you get the screen the rest of the product is built around, and the thing it does not do is argue with you.

The copy reads: it is okay if you wish to smoke right now. Then it asks for a moment, and offers a swipe in either direction. Left if you have changed your mind, right if you still want the cigarette. Both are legitimate. Both are one gesture.

Scheduled urge time set by you at onboarding Do you want to smoke? asked, not assumed No Clean interval logged Yes Take a moment a page of a book, a glass of water swipe left, changed my mind Cigarette logged swipe right, no lecture Purity −2% the water gets muddier Note where the flow ends. Whichever way you swipe, you finish inside the app on a screen that still has something to show you. There is no exit that reads as failure.
Interception rather than prohibition. The substitute action is offered at the moment of the craving, which is the only moment it has any chance of being taken.

“It is okay if you wish to smoke right now. Take a moment, if you change your mind and dont wish to smoke, swipe to the left.”

Interface copy · urge screen

“Each time you smoke, the water gets muddier. This water represents your health at present.”

Interface copy · purity screen

03 The metaphor

A vessel of water, standing in for a pair of lungs.

The health variable needed a form. A percentage on its own is a number you learn to ignore, and a lung diagram is a medical image people flinch away from. I used a flask of clear water: it starts pure, it clouds when you smoke, and it clears as you go without.

The reason it works as a mechanic rather than as decoration is that water has the right physics built into the reader's head already. Nobody needs to be told that muddy water can be cleared, or that one drop of ink is not the same as a bottle. The metaphor carries the two properties the streak was missing, proportionality and reversibility, without a word of explanation.

  • Proportional, so the cost is honest. One cigarette moves the value two points. It is a real loss and the interface does not soften it, but it is not framed as the destruction of everything you had built.
  • Reversible, so there is a way back. Clean intervals restore purity. This is the property a streak counter structurally cannot have, and it is the entire reason for choosing a fluid.
  • Continuous, so every day registers. Cutting from twenty a day to six is a large clinical improvement that a streak counter scores as zero. The purity value moves, so the app can acknowledge reduction rather than only abstinence.
  • Concrete, so you don't have to interpret it. A murky flask is legible at a glance, across a room, without reading a number. That matters when the person looking at it is agitated and not in a reading mood.
100% clean start 98% one cigarette 84% a heavy week 91% four clean days The fourth flask is the one a streak counter cannot draw. After the heavy week it would still read zero.
Purity over a fortnight. Degradation is visible and so is recovery, which is what makes the variable worth looking at on a bad day rather than only on a good one.

04 The rest of the system

Three supports around the central loop.

The purity variable answers what happens when you slip. It doesn't, on its own, give anyone a reason to open the app on an ordinary Tuesday. Three further pieces carry that load, and each one is deliberately attached to the same underlying record.

Streaks and challenges

  • A fourteen-day challenge with a progress ring, framed as a target you are working toward rather than a possession you can lose
  • Weekly stats and a smoking history, so the trend is available even when a single day went badly
  • A daily diary for the context a number can't hold

The support network

  • Other people going through the same attempt, with forums, chat and groups
  • Connecting to other challengers carries a benefit, so the social feature has a reason to exist beyond being present
  • Community framing throughout, quitting as a group rather than being watched by one

Resources you unlock

  • Health information and coping techniques, released by completing streaks rather than dumped in a library on day one
  • Gating means the material arrives when it is relevant, and gives the streak a purpose other than existing
  • This is the one place I kept an unambiguous game mechanic, because the reward is genuinely useful rather than cosmetic
The Unsmoke home screen with its streak and community cards above a health meter, the purity screen, and the support network screen with three educational resources, the second of which has been unlocked
Left to right: the daily home with the health meter reading at a glance, the purity screen immediately after a logged cigarette, and resources unlocking against completed streaks.

ON THE VISUALS. The screens above are redrawn from the original Figma file so they sit inside this site's grid and type. The source designs, including the onboarding and account flows, are on Behance.

05 What actually happened

One number, and it is a small one.

8+

people reported quitting or cutting down

Self-reported, unverified

5+

years smoking, the group this was designed for

Recruitment criterion

0

users measured in a shipped product

Never built

ANECDOTE, NOT EVIDENCE. Eight people is a small group, I recruited them myself, they knew I had designed the thing, and I took their word for the outcome without verification. There was no control group and no follow-up past a few weeks. I include the number because it is the only outcome this project has, and I would rather show it with the caveats attached than leave a gap where a result should be.

06 Honest limits

What I would take apart if I picked this up again.

  • Two per cent is a made-up number. It is the load-bearing constant in the entire system and I chose it because it felt proportionate. It should be derived from something, cigarettes per day, time since the last one, the shape of the person's own history. As it stands the twentieth cigarette of the day costs the same as the first, which is wrong in both directions.
  • The metaphor can turn on you. Muddy water representing your lungs is vivid, and vivid cuts both ways. For someone already ashamed of smoking, watching the flask darken could read as the app agreeing with the worst thing they think about themselves. I designed for the encouraging reading and never tested for the punitive one.
  • Nobody used it mid-craving. Every design decision here is about what happens during a real urge, and I have no observation of a real urge. People walked through the flow calmly, which is the one state it was not built for.
  • Gamifying a clinical problem needs more care than I gave it. Nicotine dependence has established treatment pathways. Unsmoke touches none of them, has no route to a cessation service or a clinician, and a serious version would need that referral built in rather than treated as out of scope.
  • Recovery is asserted, not modelled. I show purity rising over clean days, but I never defined the rate or checked it against how lung function actually recovers. If the numbers are invented, a user who learns that stops trusting the display.

Next case study

Nirvana meditation app screens on mobile phones

Nirvana · self-directed

A retention system, not a meditation app

The same question asked of a gentler habit. Cue, action, proof, reward, return, and what happens to the loop when the external reinforcement is withdrawn.

Happy to be argued with on the two per cent.

This is the project where I am least sure I got the mechanic right, and the objections to gamifying addiction are good ones. If you have an opinion on it, I would like to hear it.

Or copy it: gokhalesumeet2@gmail.com