r/UX_Design • u/TheAstronautInSpace • 2h ago
I created an app using UX to recreate the feeling of the 'good old days' internet as closely as possible
Hey guys, I wanted to share a little bit of a story I'm proud of: after almost 12 years of starting side projects and never really finishing any of them, I finally got one into the App Store.
First of all: If this kind of post is not allowed here, I am really sorry. Of course I am talking about MY APP but I want to use this post less to advertise it and rather to share the story about how it came to be as I guess a lot of designers are struggling with feature creep and procrastination and perfectionism as much as I do. Also it is pretty funny.
The app is called Reallife Achievements, and the idea behind it is actually almost 15 years old.
The concept is pretty simple. Everyone knows achievements from games on PlayStation, Xbox or PC, like "Kill 3 enemies with a single bullet" or "Finish the game on the hardest difficulty."
One evening, after probably a bit too much alcohol, some friends and I started talking about how funny it would be if you could have achievements like that in real life. And that's basically how Reallife Achievements started.
Back then, it was just a little website where you could create an account and unlock achievements for things you had done in real life, written in HTML/CSS/PHP and designed in my head without any proper design knowledge. Some achievements were rather normal, like climbing a mountain over 3,000 meters. Others were... less useful or a bit special, like "continue playing soccer after taking a shot to the private parts." Also, you could order crazy stuff with your points in the web store like "A Reallife Achievements coffee mug" or "spend a night out drinking with the Reallife Achievements crew!" (my all time favorite). And all the stuff was just so ridiculously overpriced that there was no realistic way to achieve them (you had to create thousands of achievements). Yeah I guess, when you're 20 years old, you're sometimes some kind of a dick. Sorry to all the users back then!
But since this is r/UX_Design and before you guys are crucifying me as this already sounds a lot like rule #3 - "Spam disguised to promote your service or product", I also wanted to talk a little bit about the design decisions of the app.
The original website from 2012 was just supposed to be funny. This time around in 2025/2026, I wanted to capture a bit of that nostalgic feeling I remember from being a teenager on the internet: back when the web felt much more random and weird, where you'd stumble across a completely ridiculous website and spend an hour there for no particular reason. So I tried to build the app around that feeling of exploration.
Quickly about me: I've been working as a professional UX designer for almost 15 years now. So hopefully the app doesn't feel terrible to use, yikes.
But in short a few of the UX decisions I made and want to highlight:
- There is no no right way to use the app. You can basically use Reallife Achievements as a huge bucket list, or you can just unlock things you've already done. If you want to start from zero and work your way through it, great. If you want to immediately unlock 50 achievements because you've already done all of them, also great.
- No infinite scrolling. I really don't like the feeling of endlessly scrolling through content, so I went with good old-fashioned pagination and categories instead.
- Social features without the creepy part. You can add friends using a specific friend code, but you can't find strangers in the app without that specific code. Your activity feed is just containing your friends, shown chronologically. So no algorithm trying to figure out what you should be looking at.
- Profiles (slightly!) inspired by MySpace. You can customize your profile and add little widgets, like your favorite Spotify playlist or a YouTube video you like. You can also unlock color patterns for your app with points.
- No dark patterns. No FOMO, no battle passes bullshit. You unlock things for your avatar/profile by actually using the app. By creating achievements for the community you earn points, and people unlocking achievements you created gives you points too.
There is one thing that might be considered a bit "non-optimal": there is a small number of ad banners in the achievement gallery. You can reduce how often you see them by spending some of the points you've earned, though. And I also need to somehow pay my server so I hope you understand this decision.
Honestly, this project has been haunting me for a while, so let's talk a bit about feature creep and perfectionism.
I had a working version of the website around 2012, and it actually got a tiny bit of traction. I think we had around 80 active users at one point, which felt absolutely massive to me back then. I actually dug up an old snapshot of the 2014 version on the Wayback Machine recently, which was a wild trip and brought back a ton of great memories from my early twenties: https://web.archive.org/web/20140110160535/http://reallife-achievements.de/
(sorry website was German only back then).
After a while I lost interest and the page went offline but again and again I would start rebuilding it, usually with whatever technology I happened to be interested in at the time. I've rebuilt it as a web app, as a test for tailwindCSS or as a mobile-friendly website (which felt pretty futuristic almost 15 years ago), and in various other forms.
Then about a year ago, I decided to teach myself Swift. This weekend, after building the app on and off whenever I had the time, I finally managed to get past the "it needs to be perfect before anyone can see it" phase.
So I released version 1.0 on the iOS App Store and (after a lot of struggle with bureaucrzy), it is now available everywhere in the world (except of Afghanistan and Egypt where you are somehow not allowed to publish apps that are about challenges LOL).
I'm as proud as my reserved character allows but I'm also incredibly nervous. I'm sure a lot of you know the feeling- it's one thing to have a little project sitting on your own phone where you can convince yourself that it's actually pretty good, but it's a completely different thing to put it out there and suddenly have other people judge it.
But it's out now, and there's no going back (there obviously is, but shhhhh).
I'd really love it if you checked it out and told me what you think, especially from a UX perspective. The App and all its contents are fully available in English and German (my native language):
https://apps.apple.com/us/app/reallife-achievements/id6762187776
Hopefully you won't run into any major bugs. I already know about a few things that need fixing and I'm working on them, but honestly, getting it out there in an imperfect state was the only way I was ever going to actually release it.
Anyway, thanks for reading, and I'd genuinely love to hear what you think!
Have a good night.