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Mobile fitness planner · Design Thinking

Build a routinethat fits real life.

FarmaGym helps users plan weekly workouts, choose exercises, define sets and duration, and receive reminders without depending on a fixed gym schedule.

Role
UI/UX Designer
Scope
Research to usability testing
Platform
Mobile application
Method
Design Thinking
Follow the product journey
00Project overview

A fitness planner centred on the weekly routine.

The redesign prioritised the feature users needed most: creating and maintaining a workout schedule that could adapt to their goals and available time.

01

Challenge

Limited time and exercise knowledge made it difficult to build a consistent routine.

02

Product goal

Improve the existing interface and make weekly workout planning the clearest core experience.

03

My responsibility

End-to-end research, synthesis, flows, information architecture, interface design, prototyping, and evaluation.

04

Approach

Empathize, Define, Ideate, Prototype, and Test through a user-centred Design Thinking process.

Why a mobile planner?

The concept responds to two practical barriers: people may not have enough time for a fixed gym routine, and they may not know how to choose an effective programme. A phone-based planner makes exercise easier to arrange around daily life.

0101 · Empathize

Understand the life around the workout—not only the workout itself.

Online observation, interview prompts, two personas, and supporting references were used to understand schedules, nutrition habits, exercise confidence, and personal goals.

Research steps

01

Online observation

Reviewed recurring health and fitness problems experienced by potential users.

02

Interview framing

Prepared questions about routines, food, exercise experience, goals, and obstacles.

03

Persona synthesis

Converted the findings into two representative routine patterns rather than designing for an abstract user.

Two routine patterns shaped the direction.

0202 · Define

Six observations became four actionable product problems.

The raw findings were grouped into themes that could directly influence structure, features, and the weekly planning experience.

Select a problem

01Health loses to deadlines
User problemBusy study or client work makes users postpone exercise, meals, and recovery.
User needA routine that can fit around real availability rather than demand a fixed gym schedule.
Design responseFlexible weekly planning with day, time, exercise, set, and duration controls.
0303 · Ideate

Turn lifestyle friction into a focused product direction.

Ideas ranged from scheduling and nutrition to beginner education, reminders, consultation, and community. Prioritisation prevented the concept from becoming an unfocused health super-app.

Four solution directions

01

Workout planning

Weekly schedules, exercise selection, duration, sets, and reminders.

02

Nutrition support

Meal planning, calorie monitoring, and future consultation access.

03

Beginner guidance

Simple movement instructions and recommendations based on goals.

04

Motivation and community

Activity notes, encouragement, and shared learning with other users.

Priority decision

Scheduling became the product spine.

The matrix placed weekly workout scheduling and meal/calorie tracking closest to the combination of high priority and high feasibility. More operationally demanding ideas—such as expert consultation and community support—remain valuable extensions rather than the first release.

Build first

Weekly workout schedule
Meal and calorie tracking

Extend later

RemindersBeginner guidanceCommunityNutrition consultation
0404 · Prototype

One stage for the complete design process.

Instead of stacking every screenshot, the process is organised into six selectable stages. Only the active evidence is displayed while all flows and final screens remain accessible.

01 · Flows

Map the routes before styling the interface.

Credential, schedule-viewing, and workout-plan creation flows were documented so each major task had a clear entry, decision, and completion point.

Select evidence

Sign-in task flow

01 / 09

0505 · Usability testing

The easy tasks passed. The core planning flow revealed the real work.

One participant aged 21, with mobile fitness-app experience, completed six realistic tasks. SEQ measured perceived ease from 1 to 6, while severity identified the priority of observed usability problems.

5.33 / 6

Average SEQ

4 / 6

Tasks rated very easy

8 / 10

Overall participant rating

Testing results
TaskSeveritySEQFinding
01Create an account4
6
Completed without an obstacle.
02Log in4
6
The familiar credential flow was understood immediately.
03Explore the menu4
6
Banner, programmes, categories, and articles were easy to scan.
04Use search2
6
The control was easy to find, but the search interaction was not active.
05Create a workout plan2
4
The route felt confusing and several controls were inactive.
06Start the workout plan2
4
Exercise controls and the start-page sequence needed clearer behaviour.

What the scores actually mean

Search received SEQ 6 because it was easy to recognise, but severity 2 because it could not be activated. The two core planning tasks received SEQ 4 and severity 2, showing that the central value proposition still needed interaction refinement.

The interface felt current and comfortable, but several buttons and the three-dot menu still needed to behave like real controls.

Iteration plan

Convert every observed obstacle into a concrete interface action.

01Add a working search-results state.
02Make the three-dot menu smaller and connect it to edit and delete actions.
03Activate exercise-detail controls and expand the exercise list.
04Clarify the Create Plan sequence and strengthen button hierarchy.
05Increase text and colour contrast for more comfortable reading.
06Fix the set-checkbox overlap on the Start page.
07Activate duration behaviour using an after-delay transition.

06 · Reflection

The project moved from visual redesign to evidence-based product decisions.

FarmaGym taught me how user research connects to flows, information architecture, a design system, and a testable prototype. The most difficult parts—auto layout, variants, and system consistency—also became the strongest learning outcomes.

01Weekly planning became the clearest product focus.
02Research findings were translated into structure rather than decorative screens.
03Testing exposed functional gaps that static design review did not reveal.
04The next iteration has a specific, prioritised improvement list.

Process evidence archive

Personas, interview prompts, Define notes, solution maps, and the original priority matrix remain available without interrupting the main reading flow.