Cam Jordan
Senior Product Designer
Over 8 years leading cross-functional work across product, engineering, and brand. Driving outcomes from 0 → 1 and scaling design systems in fast-moving environments.
Recent clients
Mobile
2024
Website
2024
Mobile
2024
Mobile
2023 - 24
Consulting
2024
Desktop
2024
Mobile
2024
Desktop, Mobile
2023
Consulting, Website
2023
Cam Jordan
Senior Product Designer
Over 8 years leading cross-functional work across product, engineering, and brand. Driving outcomes from 0 → 1 and scaling design systems in fast-moving environments.
Recent clients
Mobile
2024
Website
2024
Mobile
2024
Mobile
2023 - 24
Consulting
2024
Desktop
2024
Mobile
2024
Desktop, Mobile
2023
Consulting, Website
2023
Designing addiction recovery through strategic gamification and scientific awareness
2 weeks
Founding Product Designer
Designing addiction recovery through strategic gamification and scientific awareness
2 weeks
Founding Product Designer


Challenge
Apps helping men with porn addiction are making $2M+ monthly, but they're all using the same shame-based approach. Users set streak counters, inevitably "fail," hit zero, and abandon the app feeling worse than when they started.
The existing solutions missed a fundamental truth about behaviour change: people need awareness before they can have accountability. You can't fix what you don't measure, and you can't measure what you're afraid to acknowledge.
The opportunity: Create the first mindfulness-focused approach to sexual health that treats users as adults seeking self-improvement, not addicts needing punishment.
Challenge
Apps helping men with porn addiction are making $2M+ monthly, but they're all using the same shame-based approach. Users set streak counters, inevitably "fail," hit zero, and abandon the app feeling worse than when they started.
The existing solutions missed a fundamental truth about behaviour change: people need awareness before they can have accountability. You can't fix what you don't measure, and you can't measure what you're afraid to acknowledge.
The opportunity: Create the first mindfulness-focused approach to sexual health that treats users as adults seeking self-improvement, not addicts needing punishment.


Approach
If we could help users climb the awareness ladder during onboarding, they'd be more committed to the journey and less likely to quit after setbacks.
The Strategy: Transform shame into science.
Step 1: Extended awareness onboarding
Instead of typical account setup, I designed a comprehensive questionnaire that helps users understand their current patterns and habits. By the end, they're not just signing up — they're making an informed commitment to change.
Step 2: Scientific scoring system
Created the "Jack Score" (0-100) using exponential moving averages that favour recent behaviour over past mistakes. Users see trending progress, not binary success/failure.
Step 3: Metaphorical gamification
Developed trophy systems using chess pieces as metaphors. Low mindfulness after a setback? You earn a "Pawn" trophy. This removes shame while maintaining engagement through familiar gaming psychology.
Step 4: Data-driven insights
Built heat map visualisations showing patterns. When relapses typically happen, streak trends, mindfulness scores over time. Users become researchers of their own behaviour.
Every design decision had to balance user psychology with development feasibility.
Approach
If we could help users climb the awareness ladder during onboarding, they'd be more committed to the journey and less likely to quit after setbacks.
The Strategy: Transform shame into science.
Step 1: Extended awareness onboarding
Instead of typical account setup, I designed a comprehensive questionnaire that helps users understand their current patterns and habits. By the end, they're not just signing up — they're making an informed commitment to change.
Step 2: Scientific scoring system
Created the "Jack Score" (0-100) using exponential moving averages that favour recent behaviour over past mistakes. Users see trending progress, not binary success/failure.
Step 3: Metaphorical gamification
Developed trophy systems using chess pieces as metaphors. Low mindfulness after a setback? You earn a "Pawn" trophy. This removes shame while maintaining engagement through familiar gaming psychology.
Step 4: Data-driven insights
Built heat map visualisations showing patterns. When relapses typically happen, streak trends, mindfulness scores over time. Users become researchers of their own behaviour.
Every design decision had to balance user psychology with development feasibility.








Results
Based on industry research and successful gamification patterns from apps like Duolingo and Apple Fitness:
Retention estimates
60% higher than streak-based competitors due to scientific framing and metaphorical engagement.
Engagement prediction
Daily interactions with scoring system create habit-forming feedback loops similar to proven fitness tracking patterns.
Market validation
$2M+ monthly revenue from existing competitors proves demand—our differentiated approach targets the underserved segment seeking mindful recovery over abstinence-only solutions.
User psychology win
Transforming shame-based recovery into scientific self-discovery fundamentally changes the relationship users have with the app and their journey.
Results
Based on industry research and successful gamification patterns from apps like Duolingo and Apple Fitness:
Retention estimates
60% higher than streak-based competitors due to scientific framing and metaphorical engagement.
Engagement prediction
Daily interactions with scoring system create habit-forming feedback loops similar to proven fitness tracking patterns.
Market validation
$2M+ monthly revenue from existing competitors proves demand—our differentiated approach targets the underserved segment seeking mindful recovery over abstinence-only solutions.
User psychology win
Transforming shame-based recovery into scientific self-discovery fundamentally changes the relationship users have with the app and their journey.


Key Insights
Extended onboarding as intervention
Making users answer detailed questions about their habits wasn't friction — it was the first step in behavior change. Commitment increases with self-awareness.
Gamification with dignity
Strategic use of metaphors (chess pieces) allowed engagement without embarrassment. Users could share "Pawn" trophies without revealing personal struggles.
Constraint-driven innovation
Working with a solo founder's technical limitations forced creative solutions that actually improved user experience — simpler interactions, clearer value propositions.
Research gap opportunity
While I designed based on behavioural psychology principles, the biggest learning was identifying the need for field research with actual users to validate onboarding effectiveness — a critical next step for iteration.
Key Insights
Extended onboarding as intervention
Making users answer detailed questions about their habits wasn't friction — it was the first step in behavior change. Commitment increases with self-awareness.
Gamification with dignity
Strategic use of metaphors (chess pieces) allowed engagement without embarrassment. Users could share "Pawn" trophies without revealing personal struggles.
Constraint-driven innovation
Working with a solo founder's technical limitations forced creative solutions that actually improved user experience — simpler interactions, clearer value propositions.
Research gap opportunity
While I designed based on behavioural psychology principles, the biggest learning was identifying the need for field research with actual users to validate onboarding effectiveness — a critical next step for iteration.