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Prava

My role

Lead Product Designer

Year

2025-2026

Domain

HealthTech

Time to read

5 mins

My role

Lead Product Designer

Domain

HealthTech

Year

2025-2026

Time to read

5 mins

Overview

Prava is a Christian faith activation app built around
a single conviction that guilt and streaks don't build lasting habits.

Prava is a Christian faith activation app built around a single conviction that guilt and streaks don't build lasting habits.

Starting from a blank brief, I designed a complete iOS MVP across 45 screens in three months, delivered one month ahead of a four-month timeline. The result is a metrics-friendly, shame-free daily practice app with no parallel in the current market.

View prototype in Figma

45

Screens

iOS

Platform

3

Months

Live

Status

Challenge

Most faith apps punish absence. Miss a day and your streak resets. That mechanic builds anxiety, not faith. The founder had a vision but no product 

(no screens, no visual direction, no design system).

Four areas shaped the design

Anna

The solution across all four:

design grace into the system, not as a feature.

Anna

The solution across all four: design grace into the system, not as a feature.

Anna

The solution across all four:

design grace into the system, not as a feature.

Research approach

Working within a startup timeline meant prioritizing research that would directly shape design decisions.
I mapped the feature landscape across four competitors: Hallow, Glorify, YouVersion, and Strava. And ran a functional analysis of their core flows.

Working within a startup timeline, I mapped the feature landscape across four competitors: Hallow, Glorify, YouVersion, and Strava, and ran a functional analysis of their core flows.

The finding was consistent: every competitor treats spiritual practice as content consumption. Guided prayers, sermons, meditations delivered to a passive user. None had solved the habit formation problem. None had addressed absence without punishment. That gap defined Prava's entire design direction.

Anna

The research pointed to one clear opportunity:

no one had designed for grace

Anna

The research pointed to one clear opportunity: no one had designed for grace.

Anna

The research pointed to one clear opportunity:

no one had designed for grace

User flow

Before any screen was designed, I mapped the complete user flow. Grace isn't a step in the flow. 

It's a system-level behavior that runs automatically in the background, requiring no user action.

Wireframes & prototyping

The wireframes started with 60+ screens including social features and Sunday service flows.

Through working sessions with the founder it became clear these features required significantly more screens and complexity than the MVP timeline allowed. Both were removed entirely. The scope tightened to what mattered most for launch: daily practice, momentum tracking, and grace mechanics.

Key screens

The home screen anchors the entire experience. Every screen was designed around one principle:
the next action should always be obvious, and completing it should always feel like enough.

The home screen anchors the entire experience. Every screen was designed around one principle: the next action should always be obvious, and completing it should always feel like enough.

Anna

The Progress screen. Momentum grows when you show up, holds steady

when life happens.

Anna

The Progress screen. Momentum grows when you show up, holds steady when life happens.

Anna

The Progress screen. Momentum grows when you show up, hold

steady

when life happens.

Design System

A component library of 120 elements, color tokens, and a typography scale. All built as a single Figma page appropriate for an early-stage product.

The system was designed to grow with the product, not ahead of it.

Design decisions 

that changed direction

Two decisions shaped the progress experience, 

both driven by the same question: does this help the user understand where they are, or does it create unnecessary work?

Beyond the MVP

Following the MVP handoff, the founder reached out to continue the collaboration, an onboarding redesign, App Store screenshots, and a landing page to support the product launch.

The visual direction established during the MVP phase carried through consistently into the deliverables.

All screens

Outcomes

The product launched on the App Store. Early reviews were positive. Users specifically noted the prayer feature as a standout experience.

The design system made the launch straightforward and continues to support new features added post-launch without requiring foundational redesign. Design QA during the build phase caught UX issues before they reached users.

What I learned

Cross-functional collaboration shaped the outcome significantly. Weekly syncs with the developer kept the build aligned with design intent and clarified what was feasible for MVP versus phase two.

What I'd do differently

More user interviews before the first screen. Beta testing revealed what users actually needed. Getting that earlier would have reduced iteration cycles and validated the grace mechanic before it was built.

Anna

All copy throughout the app and landing page was written as part of the engagement.

Illustrations were art-directed using Midjourney,

maintaining a consistent visual language.

Anna

All copy throughout the app and landing page was written as part of the engagement. Illustrations were art-directed using Midjourney, maintaining a consistent visual language.

Anna

All copy for the app and landing page was written as part of the

engagement. Illustrations were art-directed using Midjourney,

maintaining a consistent visual language.