Finding Focus logoFinding Focus • Edtech • Product Design

Rebuilding the Focus Coach’s End of Session Experience

Milestone

25 Sessions Completed

1
5
10
25
50

Team

Mike Mrazek, Co-founder
Thomas Kennedy, SWE

Timeline

Jan – Jul 2026

My Role

Sole Product Designer

TL;DR

Students weren't coming back to the Focus Coach — and the end of a session was where we lost them. I redesigned it into a guided flow with a simpler reflection, celebratory achievements, and a brand-new completion screen, built to motivate without manipulative tactics.

89

students surveyed on rewards and motivation

3

achievement types, each with its own animated screen

22%

less time spent rating focus at the end of a session

Overview

Context

The Focus Coach is the flagship tool from Finding Focus, an edtech company building attention training tools for classrooms.

It's a guided study timer that helps students stay on task while doing their work by periodically checking in on them.

What a check-in looks like during a Focus Session

What a check-in looks like during a Focus Session

The Problem

Users were not coming back to the Focus Coach.

39.3% of our users were one and done after completing their first session – meaning almost 2 in 5 of our users completed a single Focus Session and then abandoned the tool.

39.3%

of users only ever completed one Focus Session

54.6%

of all sessions were completed by the top 1% of users

Hypothesis

The end of session experience was where we lost users.

Every session ended with a brief "session complete" animation, a 1–100 reflection slider, and an MVP-state completion screen built around a check-in graph. We’d assumed students would rack up check-ins, but most sessions only had one or two, which meant the graph had little value.

The original end of session flow, including the focus rating and completion screen

This is what the previous end of session flow looked like. If students did not have a check-in the graph provided no value

Project Goals

Before designing anything, I mapped out what the end of session should be for.

01

Feeling seen

The end of a session should acknowledge the effort users put in.

02

Celebrating real progress

Sessions should acknowledge real progress users have built up, not empty praise.

03

Quick honest reflection

Taking a moment to look back on how a session went shouldn’t require a lot of cognitive effort.

North Star

Turn the end of every session into an opportunity to delight and engage users

Research

Student Signal

Students told us rewards would bring them back.

A survey we sent out to students asked: "If you could earn badges or unlock levels by completing more sessions, would that make you want to use the Focus Coach more?" Roughly half said yes and another third said maybe.

Survey responses

Would badges or levels make you use Focus Coach more?

n = 89 students

Yes49.4% · n = 44
Maybe34.8% · n = 31
No15.7% · n = 14

Competitive Audit

Strong completions celebrate. Ours reported.

I audited the end-of-session experiences for six of the biggest mindfulness and timer apps. The best experiences used the end of a session as an opportunity to celebrate the user and promote future engagement. Something ours failed to do.

Feature
Finding Focus app iconFinding Focus
Insight Timer app iconInsight Timer
Balance app iconBalance
Oak app iconOak
Forest app iconForest
Focus Pomo app iconFocus Pomo
Focus Keeper app iconFocus Keeper
Celebration
Streak
Cumulative Stats
Badge / Reward
Forward-Looking Hook

Gamification Question

We considered XP, badges, and collectibles.
We decided against all of them.

Our survey showed that students supported the idea of badges and rewards, and the competitive audit found that similar applications used gamification. But despite that, full gamification wasn't something I recommended: Finding Focus exists to help students genuinely improve their focus, not to collect rewards. The moment a badge becomes the reason a student starts a session, the tool is failing at its actual job.

Behavioral Insight

One student completed hundreds of one-minute sessions to win a teacher’s prize.

This was a clear signal that attaching rewards to usage can lead to users gaming the system.

Design

Content Ideas

I started by defining everything the completion page could include.

Without wanting to lean too heavily into gamification, I proposed four kinds of content we could show: cumulative milestones, personal bests, streaks, and course quotes.

My team was in full support so I got to work creating designs and a spec sheet of the full system – trigger logic, thresholds, priority rules, and the copy.

Slack canvas screenshot documenting Personal Best achievement rules, logic, and copy

Screenshot from a Slack canvas documenting Personal Best criteria — trigger logic, thresholds, and copy.

Streaks Behavior

Traditional streaks employ a dark pattern.

Our team had long considered adding streaks, but my background in behavior analysis made me cautious. Streaks often trigger a 'streak maintenance mode,' where users return to an app purely to keep a number alive rather than to engage meaningfully. That’s a classic dark pattern, and one we specifically wanted to avoid given that Finding Focus serves K-12 students.

Dark Pattern

Streak Maintenance

Streaks can often be manipulative; exploiting psychological biases like loss aversion to coerce users into daily engagement.

Enter Focus Streaks: a more ethical take on streaks.

My solution to the streaks dilemma was to make it something that users earned rather than maintained. As long as a user completed at least one session each weekday (Monday - Friday) they were able to earn a Focus Streak for that week. Once users earned one there was no risk of losing it, and they could earn as many as they wanted.

M
Tu
W
Th
F

Nice job completing a session every day this week!

A custom animation I created that plays when users earn a Focus Streak

Early Mockups

Now that we had Focus Streaks we had to think through how to show the rest of the content.

The original idea was to rotate through different content on the completion screen and show whatever was relevant to the session a user just completed, so the page always had something fresh to show.

Early rotating-content concepts for Milestones, Personal Bests, and Quotes

The Realization

A guided experience is more engaging than a single page full of content.

The idea for a completion page that rotated through different content worked in theory, but once I began creating mockups it became clear that the design wasn’t working.

That’s when I realized the best experience would be a guided end-of-session flow where each piece of content - if it was triggered - had its own dedicated screen and a purposeful animation.

1Always Shown

Reflection

Confirms the session ended, shows its stats, and asks users to rate their focus.

2Conditional

Achievement

A full-screen celebration when a streak, milestone, or personal best is reached.

3Always Shown

Completion

All-time stats plus either the week tracker or a course quote.

End of Session Logic

A few rules decide which screens are shown at the end of a session.

First session of the day (no achievement)
Reflection
Completion(week tracker)
Sessions after the first of the day (no achievement)
Reflection
Completion(quote)
Achievement session (e.g. milestone reached)
Reflection
Achievement(milestone)
Completion(week tracker / quote)
Streak completed session
Reflection
Achievement(streak)
Completion(quote)

The flow adapts to each session — the achievement screen only appears when one is earned, which is what makes it a special moment

Personal Reflection

With the flow defined, I started re-designing the personal reflection screen.

The redesign does three jobs: acknowledge the session has ended, provide context on what was accomplished, and allow users to quickly reflect.

1Acknowledge

A persistent checkmark and "Session Complete" title signal the end of the session.

2Contextualize

Session stats show what was just accomplished: how long the session was and number of check-ins.

3Reflect

One question about their focus, four options, less cognitive load.

Session Complete

25Min
5Check-Ins

During that session, how focused were you?

The new design showed users more clearly that their session had ended and allowed them to quickly reflect on it.

Achievement Screens

Designing three kinds of achievements, each with its own unique animated illustration.

In order to elevate the experience I created three different vector illustrations to distinguish the three different achievements. I was then able to animate the illustrations using CSS Keyframes with the help of Claude Code.

Milestone

25 Sessions Completed

1
5
10
25
50

Milestones — one of three tracks users progress towards: total sessions, total time focused, and total check-ins answered

The Completion Screen

A completion screen with progress you can see, and a nudge to come back.

All-time stats count up odometer style, showing users how this session added to their all-time progress. Below the stats container sits one of two containers: a week tracker or a course quote. If it is the first session of the day then the week tracker is shown, if not then the course quote container is shown.

All Time Stats

21098765432
54
Sessions
98
543
Min
65
210987
Check-ins
M
Tu
W
Th
F

Complete a session every day this week to earn a streak!

Week Tracker — shown after the first session of the day, gently encouraging a session every weekday

Final Design

The complete end of session flow – all together.

The end of session flow users see after completing their first session

Mobile dark mode personal reflection screen with Session Complete checkmark and four focus options

Personal reflection — mobile, dark mode

Achievement screens — mobile, dark mode

Completion screens — mobile, dark mode

Outcomes

Launch Status

This project shipped during the summer. We’ll measure the impact this fall.

Since this project launched in July (2026), when most students are out of school and classroom usage is naturally lower, we do not have enough data to draw any conclusions yet. To determine if we successfully improved the end of session experience, I set up clear goals to track performance for the Fall semester.

Leading Indicators — early usability & engagement

Reflection friction

Observed

Time spent rating focus is already down 22% — an early signal that simplifying the reflection screen lowered the cognitive load.

Focus Streak completion

Tracking

Track the percentage of students who achieve their first Focus Streak to confirm that the reward is both attainable and motivating.

Lagging Indicators — core retention metrics

First-session retention

Target

Reduce the baseline 39.3% single-session abandonment rate to under 25%.

Session distribution

Target

Reduce the percentage of total sessions completed by the top 1% from 54.6% to under 30%.

Takeaways

Restraint

The strongest product decision was what we chose not to ship.

Early research showed that almost half of students would have been in favor of badges and levels. But leaning fully into gamification would have made collecting badges the point of using the tool. Choosing streaks, milestones, and personal bests gave us a way to celebrate effort without turning focus into a currency.

Designing for context

Product decisions should match the user's reality.

Students aren't using this app in a vacuum. They don't control when classes meet or when homework happens. Making streaks roll over week-to-week instead of being something students have to maintain day after day removed cheap loss-aversion tactics and respected how students actually use classroom tools.

Try the end of session experience yourself

Shipped to production in July 2026 — live at findingfocus.app