Dysphagia is a term for swallowing difficulties. It is usually caused by another health condition, such as stroke, or dementia. Exercise-based training with biofeedback is commonly practiced in dysphagia therapy. Existing gamified solutions for biofeedback devices provide scenarios that conflict with natural mapping of the swallowing activity. In this study, we have identified and addressed these conflicts based on mismatches with common mental representations to create a more well-matched training experience. Our study showcases an example of designing a gamified user interface for dysphagia rehabilitation, while also defining important UI principles for gamified training. It also serves as valuable and emerging research that puts emphasis on the importance of designing for dysphagia rehabilitation. We expect that our research will inspire other designers to incorporate gamification elements into their designs in a rational and well-designed way.