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.
Challenge
Limited time and exercise knowledge made it difficult to build a consistent routine.
Product goal
Improve the existing interface and make weekly workout planning the clearest core experience.
My responsibility
End-to-end research, synthesis, flows, information architecture, interface design, prototyping, and evaluation.
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.
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
Online observation
Reviewed recurring health and fitness problems experienced by potential users.
Interview framing
Prepared questions about routines, food, exercise experience, goals, and obstacles.
Persona synthesis
Converted the findings into two representative routine patterns rather than designing for an abstract user.
Two routine patterns shaped the direction.
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
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
Workout planning
Weekly schedules, exercise selection, duration, sets, and reminders.
Nutrition support
Meal planning, calorie monitoring, and future consultation access.
Beginner guidance
Simple movement instructions and recommendations based on goals.
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
Extend later
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
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
| Task | Severity | SEQ | Finding |
|---|---|---|---|
| 01Create an account | 4 | 6 | Completed without an obstacle. |
| 02Log in | 4 | 6 | The familiar credential flow was understood immediately. |
| 03Explore the menu | 4 | 6 | Banner, programmes, categories, and articles were easy to scan. |
| 04Use search | 2 | 6 | The control was easy to find, but the search interaction was not active. |
| 05Create a workout plan | 2 | 4 | The route felt confusing and several controls were inactive. |
| 06Start the workout plan | 2 | 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.
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.
Process evidence archive
Personas, interview prompts, Define notes, solution maps, and the original priority matrix remain available without interrupting the main reading flow.