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Massachusetts Institute of Technology

Using Product, Processes and Gamification to Motivate users for Positive Habit Formation

Abstract

dc:description.abstract

Mental health issues have been increasing at an alarming rate, with 35 percent of the world dealing with stress daily. Stress is one of the many other mental health issues that we face and practicing mindfulness has proven to be a strong contender in dealing with these issues. Still, it has not been easy for millennials to form a habit of carrying out this preventative measure. To test the hypothesis, we first explored drive and expectancy theories, concluding with the understanding that users take actions to solve their needs. User behavior is driven by internal and external incentives, which leads us to understand the critical role products and processes play in guiding their motivation. A product forms the basis of the initial trigger to start a habit formation journey, leading to action, which gets enhanced by rewards to foster adoption. A new habit formation model has been developed that considers user motivation, product, processes, and gamification. We propose a unique combination of a hand-held device (hardware) and an app to assist users in forming a habit to practice mindfulness.

Degree

thesis:*
Name thesis:degree_name
Master
Department dc:contributor.department
System Design and Management Program.
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2022

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Gupta, Harsh
Advisor dc:contributor.advisor
  • Chatterjee, Sharmila C.

Rights

dc:rights
Statement dc:rights
  • In Copyright - Educational Use Permitted
  • Copyright MIT

Identifiers

dc:identifier.*
Handle dc:identifier.uri
https://hdl.handle.net/1721.1/144819
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/144819

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
related terms
citation

Gupta, Harsh. Using Product, Processes and Gamification to Motivate users for Positive Habit Formation. Massachusetts Institute of Technology, 2022. https://hdl.handle.net/1721.1/144819