Do good social network
Alms
11 Apr, 2022
As the first designer at Palta-backed Alms, I took the product from zero to first release in five months, led redesign through two pivots, and owned everything from onboarding and core flows to design system, brand and landings.
Timeline
2020–2022
Role
Founding Designer
Scope
UX/UI, Design System, Brand direction
Product
0
1
, B2C, Wellness
Surfaces
iOS, Landing
Alms was a social-impact wellness app funded by Palta (Flo Health, Simple, Lensa, etc). It helped people feel better through small real life actions, like helping others or building healthier habits.
Over two years it moved through three models: personal challenges, social network, and creator-led platform. The audience was 30–40+ already paying for apps like Headspace and Calm, and the final direction used creators as the distribution layer to bring them in at scale.

I owned design across the loop, translating user and Palta feedback into shippable decisions while our researcher ran surveys, remote user tests, and diary studies on prototypes I built. Across versions we tracked the same metrics: store conversion, onboarding activation, first action completion, week-one retention, posting rate, and qualitative feedback from tests and creator partners.
Exploration
From market research we saw the pandemic had doubled wellness app downloads, but every player was inward-facing. Our bet was that the same proven product loop could point outward – do good, feel good, share it.
Alms sat between well-being, habit-building, and vertical social networks: emotional motivation from well-being apps, repeatable action from habit apps, and accountability from vertical social networks.


Before writing any code, we pre-validated our hypothesis:
Splitmetrics ads tested positioning. The strongest variant hit 38% store conversion, with "impact and sharing" as the winning message.
200+ Typeform responses showed people wanted to do good but felt they weren't doing enough.
UserTesting confirmed the concept resonated, but people wanted visible progression and tracking in their life, not just inspirational content.
300 pre-launch email signups gave us enough confidence to build.
That gave us a clear app shape: guided, progress-driven, and action-first.
First version
I defined the brand by one idea: good is the new cool. Same emotional space as Headspace and Calm, pointed outward. Yellow as a happiness signal, realistic photography over illustration, an informal voice that didn't talk down. Nothing that looked like a medical volunteering app.
The tiny everyday action hypothesis worked, but true product-market fit needed more. Our next bet was that social proof and accountability could give people a much stronger reason to return, shaping the direction for V2.
Pivot to social
I rebuilt Alms as a vertical network where people could post what they’d done and invite others to try. The goal was a faster “see it, understand it, try it” loop. After testing layouts with users and stakeholders, I chose familiar social feed patterns instead of inventing new ones – our audience already had that muscle memory.
I rebuilt the web presence too. Landing page for users: what Alms is, how it works, proof, and download. For creators: a page explaining how to host with examples and benefits.
Working with 50+ creators, we doubled downloads from 12k to 25k and grew the Facebook community from ~500 to ~900. Distribution worked. Community interest worked. But the feed didn’t create enough participation to sustain the model on its own: 62% of users browsed, 30% engaged, and only 8% posted.
The diagnosis: creators could bring people in, but we were still asking users to do too much. Most people wanted to browse instead of post, while the challenge format was too static to be engaging as content on its own. To make creators a stronger reason to stay, we needed a more modular system with lighter participation and faster wins.
Platform vision
Creator strategy success meant turning Alms into a platform where anyone could build and run challenges. One additional problem: the general feed couldn't balance relevance with discovery, leaving new users confused.
While preparing the V3 pitch, we tested ideas early. One change: challenge-specific sub-feeds instead of one mixed feed. This moved first-action completion from 29% to 35%. Small lift, but it proved the principle – better challenge structure could make this bet work.
Conclusion
Downloads
25k
App store
Retention
61%
Activated users, W1
Acknowledgements
Built with love from Minsk with Alex Nevedovsky, Sasha Khadeka, Nick Shchetko, Sofia Chop, Joanna Buchmeyer, Roman Kutanov, Andrei Lunevich, Sergei Borovkov, and Dzianis Nikitsin. Thanks to everyone who cared, tested, and gave advice along the way. Alex – thank you for seeing my potential early.



























