Turbo is a UX design project that reimagines how fitness apps can support users through clarity, motivation, and emotional connection. Instead of overwhelming users with raw numbers, Turbo uses streak-based reinforcement, personalized progress visuals, and playful character feedback to make daily movement feel achievable and rewarding. The prototype blends usability principles, emotional design, and lightweight gamification to help users build sustainable fitness habits.
Design Problem
Most fitness apps track data, but fail to keep users engaged. Our user research revealed that people often abandon apps due to overwhelming layouts, unclear progress indicators, and a lack of motivation. They want fitness tools that not only show numbers but make progress feel rewarding.
Our challenge was to design a fitness tracking app interface that clearly communicates personal achievement while fostering emotional engagement, encouraging users to stick with healthy routines.
Research & Strategy
User Research Insights
We surveyed and interviewed fitness app users across 18–34 age groups. Major findings:
- 78% wanted clearer visual metrics (e.g., weekly summaries, trend lines).
- 88% found streaks and milestone badges more motivating than raw numbers.
- 42% felt existing apps were “uninspiring” or “too clinical” to build a habit.
Design Goals
- Usability: Simplify navigation, surface essential metrics, and reduce clutter.
- Emotional Engagement: Introduce motivational streaks, a playful mascot, and supportive copy to make progress feel rewarding.
Information Architecture
We developed a sitemap and flowmap to streamline core pathways:
- Track Progress → Streak Summary → Detailed Metrics
- Select Workout → Live Session → Instructions Swipe
System Development
This was a visual prototyping project built entirely in Figma. We designed and iterated on a system of high-fidelity mobile screens focused on clarity, motivation, and ease of use.
Key Screens
- Daily Summary: Circular step tracker, calorie & heart rate metrics, clear completion percentage, and motivational streak tracker with a mascot
- Weekly Overview: Three-panel summary comparing "This Week", "Last Week", and "Previous Week" with a clean line graph and contextual feedback
- Workout Interface: Real-time timer, swipeable instructions, and “Next Workout” previews were all built with a consistent component style
Iteration Based on Testing
We tested the Figma prototype from users (survey + guided navigation tasks)
- 95% located the Daily Summary in less than 15 seconds
- Common feedbacks were: "Make streaks more visible,” "label calories and steps more clearly, and "completion % is easier to understand than ‘conversion’”
- Visual consistency across cards (e.g., same rounded UI treatment, color-coded workout types).
We responded by:
- Moving the streak tracker to the top of the Summary page
- Rewording labels for clarity
- Simplifying layout spacing and hierarchy
Deliverables
- Figma Prototype
Reflection
This project deepened my understanding of designing for pediatric healthcare, where emotional needs, ethical protocols, and clinical constraints intersect. Collecting meaningful data from young children, especially under IRB guidelines, was more complex than I expected, requiring careful survey framing and caregiver collaboration. It also taught me how to integrate quantitative insights (survey graphs) with qualitative feedback (emotional response narratives) to drive design.
The experience has helped me see the value of storytelling and the importance of designing systems that respect both user diversity and clinical precision.