ASH BUNCE – SENIOR PRODUCT DESIGNER
ASH BUNCE – SENIOR PRODUCT DESIGNER

As a strategic shift toward preventative health, &Me was created as a behavioural science-backed wellness companion, designed to help people build and sustain healthy habits.

Responsibilities

Research, User Journeys,

Product Design, A/B Testing

Company

Holland & Barrett

Content & Science

Duration

4 Months

in 4 months


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User research revealed three needs that surfaced repeatedly across interviews:

User research revealed three needs that surfaced repeatedly across interviews:

Feelings of overwhelm due to contradictory advice

Thousands of things people “should” do, with no way to judge what is credible. For most, the outcome was paralysis, not action.


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People couldn't see the impact of their daily choices

Without visible progress, people assume their efforts aren’t working. This resulted in motivation collapsing very quickly.


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Positive reinforcement was not being received

Knowledge isn’t enough; users need a clear signal that their behaviour is making a difference. Without emotional reinforcement, habits don’t stick.

Design for confidence.

Design for confidence.

If a feature didn’t help users feel clearer, more capable, or more motivated, it didn’t belong in the MVP. This principle became our filter for prioritisation, experimentation, and scope decisions.

Cutting through noise with a single, motivating signal.

Cutting through noise with a single, motivating signal.

The problem users were facing was that they didn’t know what advice to trust or where to focus. So we decided to introduce a personalised Biological Age metric, grounded in health and lifestyle data, to give users a clear starting point and sense of direction.

Making progress visible over time.

Making progress visible over time.

Users couldn’t see whether their daily actions were making a difference. To combat this, we built a dynamic biological age model informed by four key pillars of wellness, allowing users to track progress and understand what was influencing change. To strengthen accuracy and reduce manual effort, we integrated with existing health platforms including Apple Health, Strava, and Fitbit. This helped users connect everyday behaviour to longer-term outcomes.

Reinforcing behaviour through small wins and social accountability.

Reinforcing behaviour through small wins and social accountability.

Even when users took action, doubt and drop-off were common. We introduced team challenges with daily targets and milestones, utilising behavioural change techniques to break larger goals into manageable, motivating steps. The focus wasn’t gamification for its own sake; it was sustained reinforcement and momentum.

The most-lovable-product delivered meaningful results after 750,000 downloads.

The most-lovable-product delivered meaningful results after 750,000 downloads.

Behavioural change

84% of users reported positive behaviour change in the first 10 days of goal engagement​.


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User engagement

87% of participants felt the app helped them build healthier habits, and 76% said it helped them sustain those positive habits.


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Awards & recognition

We won the Customer Experience Game Changer Award within the first year of launch.

CONTACT
ashtbunce@gmail.com
LOCATION
Hackney, London

© 2026

CONTACT
ashtbunce@gmail.com
LOCATION
Hackney, London
© 2026
CONTACT
ashtbunce@gmail.com
LOCATION
Hackney, London

© 2026