Calm Sleep's screens across the band: the plan, the library, the player and the sheet for bedtime
Calm Sleep

Calm Sleep

A Plan for Tonight

Senior Product Designer

Calm’s first new product in over a decade. The content was there, but nearly three quarters of users never came back after day one. I replaced the library with a daily plan.

  • iOS and Android
  • 4 months, concept to global iOS launch, September 2025

The role.

Senior Product Designer, concept through launch

The team.

3 designers, 1 PM, 4 engineers. I partnered with the Principal Product Designer to architect and ship it, owning the plan surface, Sleep Readiness, and the onboarding-to-plan logic.

The timeline.

July 2025 to October 2025

The problem.

73–74% of users who opened Calm Sleep never came back after day one. Retention fell below 5% by day 1 and under 3% by day 3. The content was there. The entry point wasn't.

The bet.

Replace the content library with a daily plan built from each user's onboarding answers, and one score that makes progress visible.

What I did.

I helped map the 7 evidence-based sleep levers into the core of every plan item, then designed the plan and Sleep Readiness from start to finish alongside the principal designer. Testing reshaped priorities twice before launch, and I also built the design system that supported the product.

What happened

Calm’s first new product in 12 years launched on iOS in four months, with a 4.7 star rating and install-to-paid above target in both markets.

1

4.7 stars

App Store rating at launch

2

+31%

Users engaging with a plan item, with +8% completion

3

+34% / +14%

Install-to-paid against target, US and AU

“Eric became my design partner right away. Together we turned product requirements into fully fleshed-out concepts, shipping the product within months of his start. When I moved off the team, Eric took over Calm Sleep.”
Jeany N.— Staff Product Designer at Netflix, formerly Calm
1

Replaced the library with a plan

Calm Sleep had good content and no way in. Browsing assumes you know what you need, which at 11pm nobody does. I replaced the library with a daily plan: a curated set of tasks tied to each user's onboarding answers, with a Sleep Readiness score that made progress visible. Every plan item maps to one of the 7 evidence-based levers that actually move sleep quality, so the personalization is grounded in science rather than preference.

Calm Sleep's plan: tonight's items, each tied to a sleep lever

A plan for tonight, not a library to browse.

The seven sleep levers: sleep pressure, circadian rhythm, environment, pre-bed routine, wake-time consistency, anxiety and light exposure

Seven levers, not seven categories

Sleep pressure, circadian rhythm, environment, pre-bed routine, wake-time consistency, anxiety, and light exposure became the backbone of every plan item.

A Sleep Readiness score of one out of three

One number for progress

Sleep Readiness gives users a single measure that reflects last night, so progress is visible without reading a chart.

The macro loop from new plan to recap, and the micro loop for finishing one item

The habit loop underneath

A macro loop (plan, content, sleep, check-in, weekly recap) and a micro loop for finishing a single item.

The 3am flow: awake, then a short spoken breathing exercise, then back down

A path for 3am

A dedicated SOS flow for middle-of-the-night wake-ups, when the daily plan isn't what you need.

The Ready for bed sheet pulled up over Calm Sleep's Home screen

The Ready for bed sheet (SOS Flow)

How that dedicated SOS flow materialized. A single sheet the user can pull up from their Home screen.

The library screen in its night and day treatments, side by side

Day and night

The interface shifts treatment between daytime planning and nighttime use.

Five onboarding questions, from where your mind goes at bedtime to what helps you fall asleep

The questions that build the plan

Onboarding asks about the levers, not about preferences. Each answer maps to a lever, so the plan that comes out is built from what's actually keeping you up.

2

Made the mechanics legible before making them smarter

Early testing showed users understood what the plan was for but not how it worked. What counted toward Sleep Readiness wasn't clear. The tempting move was more personalization. I prioritized making the scoring logic immediately legible instead, because tuning a system users don't trust yet only compounds the problem.

Before and after: the plan screen with what counts toward Sleep Readiness made obvious

Before and after: what counts toward your score, made obvious.

Two findings: they understood the plan, and they couldn't read the score

They understood the plan, not the score

Users could describe the plan's purpose in their own words, but not what counted toward Sleep Readiness. A score nobody can predict is a score nobody trusts.

A plan item card in its default and completed states

Plan item states

So a user can see what the system is counting. Default vs completed states.

The Sleep Readiness bar at the top of Your Day, filling as plan items complete

The score, explained in place

The progress bar animated as the user progressed within their plan.

A fan of player screens from the progressive experience that wasn't built

What I didn't build

More personalization, until the mechanics were understood. A progressive player experience so users could be more hands free between their plan items.

3

Cut the plan surface, not just the content

Users described the tasks as short and manageable, but the screen still read as a checklist. The fix wasn't fewer or shorter tasks. It was tightening the surface itself, which is the difference between "here's your plan" and "here's everything you could do."

The plan screen after the cut: a short run of items under Sleep Readiness

A plan you finish, not a list you face.

The earlier plan screen: a dense daytime routine of tips, tasks and cards

Manageable tasks, overwhelming screen

The content tested well while the surface didn't.

A mid-fidelity plan screen, annotated: the plan is the what, the activity is the how

Mid-fidelity plan screen

Where the surface got cut down.

The final Your Day screen: Sleep Readiness above a short run of plan items

Plan, not checklist

With what's left off.

Where the plan was going

A plan you play rather than a plan you check off: tonight's items queued in order, and the week visible above it. It never shipped, but it's the version I'd build next, and it aimed straight at the two drop-offs in the data.

“I heavily rely on that SOS sheet. I have trouble selecting whats best for me at night. I wake up in the middle of the night and it helps so much.”
— UXR Research Participant

What I achieved

Results

4.7 out of 5 stars

4.7 Stars at Launch

Calm's first new product in over a decade, from concept to global iOS launch in four months.

Install-to-paid against target: +34% in the US, +14% in Australia

More Users Paid

Install-to-paid came in 34% above target in the US and 14% above in Australia.

Before, under 3% still there by day 3; after, 15.2% reached 5+ days of engagement

People Came Back

5+ day engagement reached 15.2%, against a starting point where 73–74% of users never returned after day one.

+31% engaged with a plan item, +8% completion

The Plan Got Used

+31% of users engaged with a plan item, with +8% completion.

The palette, type, and Rive animations for Breathe Bubbles and check-ins

A Brand Built for Sleep

Color, typography, motion, and voice, including Rive animations for Breathe Bubbles and check-ins.

The progressive player's meditation screen

Progressive Player Plans Never Shipped

A guided, sequential content experience aimed at the two drop-off points in the data. It was explored and tested, but it stayed exploration.

Reflection

What I’d change

1

Strategically

The biggest lesson wasn't about personalization. It was about trust. Users don't engage with a system they don't understand, however well it's tuned to them. Legibility first, then trust, then personalization. That sequence is what I'd carry into any product trying to change behavior.

2

Technically

The MVP shipped with Rive animations driving the home surface, and on device in SwiftUI they didn't hold up. Post-MVP we pulled them out and rebuilt the screen with less motion and clearer hierarchy, which I think is the better design. The lesson is that motion has to be tested on a real device early, not at the end, because "it works in the file" says nothing about how it runs.

Get in touch

Open to new work, and always up for a conversation about product, design systems, or shipping design straight through to code.

Site designed and built by Eric Fillingame