HabitaBull Lifting cover

HabitaBull

UX Design  ·  Fitness App

A gym companion for when you keep losing the habit by week three.

UX Research App Design Figma Gamification 2024
Role Solo Designer
Timeline Fall 2023 · Semester
Tools Figma · InDesign
Photoshop
Context IMA · UX Studio
Fitness + Habit Design

Project phases

Research Apr 8
Empathy & Definition Apr 22
Ideation May 3
Design May 12
Implementation May 19
01

Most people quit. The app lets them.

Research context · Retention data

71%
of users abandon their fitness app within 3 months
90%
quit their fitness goals entirely after three months

Dr. Muscle (2024) · StriveCloud (2024)

"Many people begin a workout regimen but lose focus and motivation after a short amount of time. Conventional gym apps frequently lack elements for goal setting and habit building."
HabitaBull Lifting · Project Brief, Fall 2023
Project brief: HabitaBull app mockup showing goal-setting onboarding screen
Problem statement slide: gym background with problem framing text

Fig. 01: Problem framing

02

The same friction, everywhere.

I audited 6 fitness apps, studied sobriety apps (which hold onto users far longer than fitness apps do), and ran 6 in-person interviews across three cohorts. The participants hit the same friction zones whether they were lapsed, active, or new to fitness apps.

Desk research intro: 6 fitness app icons: Strava, NTC, Sworkit, Freeletics, 7min, RunAway
App critique. I read 6 apps for how they hold users, where they overcomplicate, and what they leave out.
Desk research: I Am Sober cross-industry motivation analysis
Cross-industry research. I Am Sober: CBT-based motivation loops applied to fitness habit design.
Habit building: 6 principles from Atomic Habits applied to interface design
Habit building framework. 6 principles from Atomic Habits translated to app features: identify, schedule, flex, set a goal, repeat, reward.
Interview participants: 6 people across 3 cohorts
Interview participants. 6 people, Vancouver. Formerly used / currently active / never used: different question branches per cohort.
Interview insight clustering: sticky notes organized by theme: things they find important, info, habits, thoughts about apps

Fig. 02: Insight clustering across all 6 participants

What they wanted
  • Simple interfaces usable mid-workout
  • Progress visible over time, not just today's session
  • Community or social layer for accountability
  • Workouts that adapt to level and available equipment
What pushed them out
  • Logging too time-consuming to maintain mid-set
  • Apps felt generic, same routines regardless of goals
  • No guidance for beginners on form, pacing, or rest
  • Too many ads, paywalls, features unrelated to lifting
Top Findings: 6 findings based on insights clustering, with user quotes

Fig. 03: Top 6 findings from interview clustering

Design thesis: bull mascot: incorporating habit-building is crucial for consistent exercise routines

Core design thesis: habit infrastructure is the product

03

From how might we to lo-fi.

I wrote six "How Might We" questions, one per top finding, to set the design direction. Then I mapped user flows for the two core journeys (building a custom routine and using auto-generate) and tested lo-fi prototypes against four tasks in Figma.

HMW 01Make it easy for new users to navigate through the app?
HMW 02Ensure that new users feel confident and informed when starting their fitness journey?
HMW 03Incorporate community support within the interface?
HMW 04Motivate youth to be disciplined and create healthy habits?
HMW 05Incorporate additional features and ensure a more engaging and supportive platform?
HMW 06Cater specifically to individual fitness goals and needs?
Opportunities mapped to 6 findings, plus Ideas and Features brainstorm (green = implemented in Figma)

Fig. 04: Opportunities per finding, and feature ideation (green notes = built in Figma)

User flow: creating a new workout routine by body part
User Flow A. Creating a new lower-body workout routine: muscle group selection, exercise picks, animation previews.
User flow: auto-generate a workout based on equipment, muscle groups, and time
User Flow B. Auto-generate: inputs equipment, target muscles, and available time. Outputs an editable routine with sharing and Spotify integration.
Lo-fi prototype: account setup: name input, weight entries, favourite exercises, workout days
Lo-fi: Account setup. Name, past weights, favourite exercises, preferred workout days. Sets the "why" before day one.
Lo-fi prototype: creating a lower body workout routine with muscle group and exercise selection
Lo-fi: Routine builder. Full flow from profile to goal display to muscle group to exercise selection, minimal taps.
Lo-fi prototype: auto-generate workout by equipment, muscle group, and duration
Lo-fi: Auto-generate. Equipment → body part → duration → editable generated routine. Lower barrier for beginners.
Lo-fi prototype: calendar streak view and photo album for past workout photos
Lo-fi: Streak calendar. Workout calendar with a 6-day streak indicator and a photo album, so progress shows up as pictures, not only numbers.
Lo-fi prototype: leaderboard with community competition by exercise
Lo-fi: Leaderboard. Community competition by exercise (Bench Press, Shoulder, Back Squat). Congrats when you beat a PR.
Lo-fi prototype: workout tutorial with animated figure and common mistakes listed
Lo-fi: Exercise tutorial. Animated demonstration plus a list of common mistakes, so beginners know what to watch for.
04

A bull with a grin. A system that sticks.

I built the brand around the mascot: a grinning grey bull who carries the HabitaBull voice. He's strong and a little stubborn, and he's on your side. Friendly without going soft, energetic without shouting at you.

HabitaBull mascot, a friendly grey bull
6
Core features, one per research finding, each aimed at a specific drop-off point
3
Habit-building frameworks integrated: CBT loops from sobriety apps, Atomic Habits principles, autonomy theory
2
Core user flows prototyped and lo-fi tested with the target audience before I started visual design
0
Generic workout templates: all routines are either user-built or personalized via auto-generate inputs
Brand guide: typography, color palette, and hi-fi screens: goal tracking and leaderboard

Fig. 05: Brand guide and high-fidelity screens: goal tracking + community leaderboard

05

What I'd do differently.

Cross-industry research changed everything.

Studying sobriety apps was an odd move for a fitness project. But I Am Sober had already cracked the retention problem I was working on; it just talked about it in recovery terms. Looking outside fitness showed me fixes the six-app audit never would have.

The mascot did real UX work.

The bull started as decoration. By the end he was doing the work: he gives the app a voice, a reason to celebrate a PR, and enough presence that skipping a workout feels like letting someone down.

Lo-fi testing changed the hierarchy.

My first prototype opened with goal-setting, which felt logical and tested badly. People wanted to log a workout first and set goals later, once they'd seen what the app could track. I had built from the product's logic instead of from the first thing you actually want to do.

Related project

H2Know

H2Know digs into the behavioral and emotional triggers behind inconsistent water intake. Both projects start from habit formation and design outward from there.