Case study · SipPublished
Water reminders people don't switch off
Most people know they should drink more water, and most water apps don't help them do it. The goal is the same for everyone, logging is fiddly, and the reminders go off at the wrong time. Sip works out a goal for each person, logs a glass in one tap, and stops reminding you once you're on track.
- iOS app
- Health & wellness
- Habit tracking
- Product design
- UX & UI
- Clickable prototype



At a glance
- Platform
- iOS, iPhone
- Who it's for
- People building a daily water habit
- Our role
- Product design, UX, UI, prototype
- Year
- 2026
The problem
Drinking more water is an easy goal to set and an easy one to forget. The apps that try to help often turn it into a chore, asking about every drink and buzzing every hour. We designed Sip to need as little as possible from the person and to know when to stay quiet.
- 01
A goal that isn't yours
Eight glasses a day is a rule of thumb. Weight, activity, and hot weather all change how much someone needs.
- 02
Logging feels like work
If recording a glass takes more than a tap, people stop by the afternoon.
- 03
Reminders people switch off
Hourly alarms go off in meetings, after the goal is met, and late at night, until people turn them off.
- 04
Not every drink is water
Tea, coffee, and juice count for something. Most trackers either ignore them or count them in full.
How we approached it
- 01
A goal worked out for you
Weight, activity, and waking hours set the daily goal, and an optional hot-day boost raises it on warm days.
- 02
One tap to log
Quick-add buttons sit on the home screen, and each drink counts for the water it actually adds.
- 03
Reminders that know when to stop
Reminders follow the person's day, skip a nudge when they're on track, and pause once the goal is met.
- 04
Friends without the details
Friends see a weekly percentage and badges. They never see what someone drank.
Onboarding
The problemA water goal only works if people believe it, and they won't if it's the same number for everyone.
What we did
- The intro screens show what reminders and friends look like in the app before asking for anything.
- Each setup step says why it asks. Personal details are only used to work out the goal.
- Permissions are explained before the system prompt appears. Reminders never come during sleep hours, and location is only used for the hot-day boost.
- The plan comes back as one number, 2.5 liters a day, with the glasses and reminder times that get there.
- Errors are designed too. A failed log-in says what went wrong and how to fix it.
Home, in every state
The problemHome screens are usually designed for a perfect afternoon. Real use includes the first morning, a dropped connection, and a goal that's already met.
What we did
- On the first morning, home becomes a short setup list with one button to log the first glass.
- During the day it shows the total, what's left, quick-add buttons, the streak, and the next reminder.
- When the goal is met, reminders pause for the day, and the last drink can be undone from a toast.
- Offline, drinks are saved on the phone and sync later. Loading and dark mode have their own designs.
Logging drinks
The problemDetailed logging is accurate, but people don't keep it up.
What we did
- The drink sheet has water, tea, coffee, juice, and milk, with quick sizes and the amount that counts toward the goal.
- Custom drinks get their own name, color, icon, and how much of them counts as water.
- Today's log lists every drink with its time and what it counted for, and any entry can be edited or removed.
- Reaching the goal gets its own screen, with the streak and the points earned.
Progress and wellness
The problemLiters per day is a dull number. People keep going when they can see how it connects to how they feel.
What we did
- Week and month views show the total, the daily average, goal days, and the mix of drinks.
- The calendar marks each day as goal hit, close, or low, and each day opens to its drinks, mood, and sleep.
- The weekly report ends with one suggestion for next week, like a glass with dinner, and can add that reminder in a tap.
- A daily check-in records mood, sleep, energy, and symptoms. The app then points out patterns, such as feeling better on goal days.
Friends and challenges
The problemHabits stick better with other people, but few people want friends seeing their health data.
What we did
- A weekly leaderboard and seven-day challenges turn the habit into a light game.
- Only progress percentages and badges are shared. The empty Friends screen says so before anyone is invited.
- Challenges come in three types: a daily goal streak, most liters, or earliest first glass.
Settings and Sip Pro
The problemIf people can't tune the reminders, they turn them off altogether.
What we did
- Reminders can be smart, every 90 minutes while awake and skipped when on track, or set for fixed times. Quiet hours follow bedtime.
- The goal can stay automatic or be set by hand, and tea and coffee can count partly toward it.
- Health sync, a watch app, and lock screen widgets let people log without opening the app.
- Privacy says what friends can see, data exports as CSV, and deleting the account explains what it removes.
The visual system
Each card's color says what it's about: blue for water, lavender for how you feel, sand for streaks and rewards.
- Ink#111111Type and primary buttons
- Mist#F0F1F4Screen background
- Water#CBDAEEWater and progress
- Deep water#3F5F8FType on water cards
- Lavender#DCD3F0Mood, wellness, and badges
- Sand#F3E4BFStreaks and rewards
- Color by meaning
- Blue is water, lavender is wellbeing, and sand is streaks and rewards. The colors are used the same way throughout.
- Soft surfaces
- Cards sit on soft gradients with translucent edges and use the system font. It looks like it belongs on an iPhone.
- Every state drawn
- Empty, loading, offline, error, and dark versions are all designed.
- Built to be used
- Main touch targets are at least 44 points, and every icon-only button has a label for screen readers.
How success is measured
The numbers that show whether the design fixes the problem.
- How many days a week people hit their goal
- How many people keep reminders on after the first month
- Average taps to log a drink
- How many people join or start a challenge
Next case study: Abita. A smart home web app that puts heating, lights, locks, cameras, and the energy bill in one place, and shows what needs attention first.
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