Quantitative research
We analyzed the use of three types of apps: sports, organizational tools, and virtual pet games, in order to identify opportunities in the development of Bloomself. The data shows a strong adoption of digital media and significant growth in sports and simulation apps among Generation Z users.
These users seek experiences that combine productivity, motivation, and entertainment, valuing gamification and reward systems. On the one hand, they indicate that virtual pets with dynamic personalities and social features help improve retention, while excessive reminders or repetitive tasks tend to lead to app abandonment.
User interviews
We conducted interviews with two young female users who showed interest in improving their habits, increasing physical activity, and becoming more organized.
The results we obtained show that they prefer simple digital tools, accessible from their mobile devices, and that they also value useful and positive reminders from their virtual pets, with which they want to build a stronger connection and sense of companionship. They also highlighted their interest in rewards, dynamic missions, and engaging experiences that make the process more enjoyable.