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Designer & Illustrator · YuLife · 2020–2021

YuLife Avatar System: from zero to 87%

In YuLife’s well-being app the user completed activities but never saw themselves. The product needed identity. An avatar system from scratch — 13 categories, 1500+ components — and 87% of users created their own.

The avatar as released inside the YuLife product

Context

YuLife sells insurance to companies for their employees, to improve their quality of life through regular activity. The employee walks, runs, works out, meditates, solves a sudoku, and the app answers with rewards and progress. Insurance stops being a folder at HR and becomes something you use every day. In that logic the avatar is the person’s point of presence inside the product: the better they recognise themselves on screen, the more willingly they come back to the activities.

I joined the Product & Tech team as a Designer Illustrator. The first stage was the launch of YuScreen in 2020 — that is when the first, basic version of the avatar appeared, still without customisation. Later I built the full avatar system.

Problem

The constraint that determined everything else

The same avatar works as a tiny icon in the leaderboard list and at full height on the YuScreen display. And that is not a closed list: the characters were meant to be reused further, in various places that did not yet exist at the time. So the avatar has to read at any size and hold contrast on almost any background.

The avatar at leaderboard size next to the full-height figure
The avatar tested against a busy background
The avatar on the YuScreen display in situ

Role and team

Designer Illustrator, Product & Tech team

What was on me: the visual language, all the illustration, the structure of the system in Figma, guidelines for handoff.
The work ran in Procreate, Adobe Illustrator and Figma.

Who I worked with

Design lead, UX designer, data researcher, developer, and directly the CTO. I worked most closely with the design lead and with the UX designer; I presented decisions to the CTO and the team.

Constraints

Technical

Vector, phone screen. Few details, but not boring: the silhouette and the colour mass work before the details become visible.

Brand

Four worlds already lived in the app: geometric shapes, bright colours. The avatar has to stand inside that visual. And the outfit must read as belonging to a world: you can see from a person whether they have reached Desert or are still in Forest.

Audience

The product is corporate: colleagues see the avatar. Not a children’s drawing, but adults. The figure is drawn neutrally: a base silhouette that the settings take toward a younger person or an older one.

Inclusion

Everyone has to find themselves in the editor: skin tone, eye colour, hairstyle and its colour, accessories. The facial expression is the same for everyone and is not adjustable; personalisation runs through colour and style. The starting outfit is the same for all — uniqueness comes through progress and events. In the world of the app everyone starts equal.

Gamification

The feeling of a game character you assemble to suit yourself. That turns setting up a profile into a pleasure rather than a form. Clothing — armour — has to feel desirable, motivating more activity and levelling up your own character.

Emotion

The face is always positive, an even friendliness. The avatar accompanies a person every day; any strong emotion quickly starts to get in the way.

Timeline

  1. Early 2020

    We settled the body silhouette and the facial expression. The first test set of clothing: outfits that were meant to upgrade by level.

    Early sketches: five body silhouettes in the first test set of clothing
  2. May 2020

    The base outfit was settled: avatars are in the product, people are using them — the YuScreen release.

    The settled base outfit — jeans and a white shirt — on the female and the male body One head split down the middle, ringed by the customisation options: hair, glasses, eyes and facial hair
  3. Summer 2021

    Work on the outfits continues: sketches, exploration, selection.

    One outfit explored from blank silhouette through to finished armour, with the palette it was drawn from
  4. November 2021

    The outfits are ready for all four worlds. Only the first tier, base, is launched into the product.

Four worlds, four rarity tiers. Each cell holds the male and the female version of one clothing set.

Four worlds against four rarity tiers. Each cell holds the male and the female figure of one clothing set.
Base Common Rare Epic
Forest
Ocean
Desert
Mountain
Rarity increases from left to right 2 figures per cell: M / F versions of one set 16 sets · 32 variants by gender

The hypothesis that didn’t work

Customisation was meant to be sold together with the insurance. It didn’t add up.

On YuScreen an employee could buy insurance packages on top of what the employer had given. The purchase arrived not as a line in a contract but as clothing for the avatar. The reasoning was: make the items desirable enough that people would want to level up their character and take additional subscriptions for their sake. The hypothesis was not confirmed, and the company dropped it. The system was not rebuilt because of it. Worlds and rarity tiers were already laid into the structure — the only thing that changed is how a player reaches them: upgrades are now granted for completing world levels, quests and challenges.

Solution

A system of 13 categories. 1500+ components are assembled in the builder; the number of avatars they add up to is practically unlimited.

13
categories
1500+
components
780
hair variants
15
skin tones
Model
Head and body: 2 genders × 15 skin tones
Hair
65 styles × 12 colours = 780 variants, plus 276 facial-hair variants
Clothing
~118 items: torso, jackets, gloves, footwear, trousers, in male and female versions; tied to worlds and rarity tiers
Accessories
112 items: headwear, headbands, glasses, masks

Result

What I left behind is a visual language and the rules it rests on: proportions and silhouette, the logic of the outline, the palettes for skin, hair and eyes. The set of elements is assembled so that a person of any age, gender, race and culture ends up with an avatar.

Honestly, about the numbers: there is no “before / after launch” data in public sources, and I will not credit the system with growth that does not belong to it. What there is: measured adoption of the system, and public reviews.

87%
of the user base created their own Yumoji after release
A row of seven finished avatars — different ages, skin tones, hair and dress — showing the range of the system

«Gamification of wellness activities (including employees being able to create personal avatars) has really helped drive significant levels of employee engagement»

Ant D. · Reward Manager, Wholesale · Capterra, 2022 ↗

«Great personalization with the use of avatars»

Gemma T. · HR Administrator, Telecommunications · Capterra, 2023 ↗

«The app's interface is fun without being cringe or immature»

Colin · United Kingdom · Trustpilot, 2025 ↗

«I guess more personalisation of Yumojis would be welcome»

Alex G. · Deputy People and Culture Manager, Education · Capterra, 2025 ↗