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Case Study

ZONE

A concept that simplifies fitness tracking across phone and watch surfaces. I explored what happens when clarity, wearable data, and motivation collide.

Project Type UX Research · Product Design
Goal Reduce cognitive load and make progress feel visible.
ZONE logo Stickman pointing to the mockup

01 — Overview

ZONE explores how technology can support athletes, gym-goers, and everyday users in improving their fitness performance.

Through primary interviews, competitor analysis, and multiple design explorations, I developed a wearable-first fitness app that prioritises clarity, usability, and real-time insights. This project was created as part of my Unit 4 design module, following a full UX process from research to final UI.

My Role: UX Research, Interaction Design, UI Design

Tools: Figma, Procreate, Illustrator, Apple Watch HUD patterns

02 — The Problem

Modern fitness apps often overwhelm users with features, inconsistent navigation models, and unclear metrics. My research surfaced three recurring issues:

  • Users struggle to understand what their data actually means.
  • Fitness tracking feels overcomplicated and spread across multiple apps.
  • Motivation drops when progress isn’t visual, simple, or personal.

ZONE offers a cleaner, smarter, wearable-friendly way to track performance.

Interviews with beginner, intermediate, and advanced users reinforced this: everyone craved quick access to core stats, felt overwhelmed by long menus, and trusted apps that remained minimal and consistent.

Interview + persona highlights. Interview + persona highlights.

03 — Research

Competitor Analysis

Studied Apple Health, Samsung Health, and Whoop:

  • Apple Health excels at data visualisation, but lacks personal touches.
  • Whoop informs performance readiness, inspiring deeper metrics.
  • Samsung Health integrates social competition — motivating but busy.

ZONE takes inspiration while simplifying everything to avoid cognitive overload.

Interview notes and highlights
Apple Health
Competitor comparison matrix
Whoop
Journey map from diary studies
Samsung Health

04 — Defining the User

Persona

A single persona emerged: active users who want simple, reliable, visually clear tracking.

Needs

  • Quick, clear stats
  • Smart summaries
  • Occasional challenges
  • Wearable integration
  • Minimal steps to reach goals

Frustrations

  • Confusing menus
  • Data overload
  • Unclear progress indicators
ZONE persona snapshot. ZONE persona snapshot.

05 — User Journey

The current journey across fitness apps: Open app → Tap menus → Search for stats → Interpret confusing data → Lose motivation.

The redesigned ZONE journey: Open app → Instant overview → Deeper stats if needed → Optional challenges.

Journey map contrasting current vs redesigned flow. Journey map contrasting current vs redesigned flow.

06 — Early Exploration

Paper sketches and low-fidelity wireframes defined the dashboard, watch app, personal page, and challenges hub.

Sketching & wireframes.

07 — Branding & Visual Identity

Brand direction was influenced by energy, movement, simplicity, and “zone in” focus. Final identity uses a bold Z-shape with angled cuts representing speed and progression.

Logo exploration and final mark. Logo exploration and final mark.

08 — High-Fidelity Design

Home Dashboard

Four core metrics in consistent cards for quick scanning.

Personal Page

Daily summary, weekly view, recent workouts, achievements.

Challenges Section

Simple goals and visual reward loops to encourage consistency.

Watch App

Micro-interactions for quick glances, workout controls, and heart-rate checks.

Key mobile and watch UI screens. Key mobile and watch UI screens.

09 — Usability Testing

Quick think-aloud sessions revealed what worked and what needed refinement.

What worked

  • Visual clarity
  • Navigation structure
  • Circle performance UI
  • Watch + phone alignment

Needs improvement

  • More distinction between data categories
  • Stronger hierarchy on the personal page
  • Clearer feedback on challenge completion

10 — Outcome

ZONE combines simple navigation, clear data representation, wearable integration, and motivational features without clutter. Testers called the experience “clean,” “easy to follow,” and “motivating at a glance.”

Outcome screens showcasing key moments. Outcome screens showcasing key moments.

11 — Conclusion

ZONE demonstrates the impact of a structured, research-driven approach to fitness experience design.

Strengthened skills: UX research, interaction design, branding, mobile & wearable UI, visual clarity, user-centred iteration.

Want the full walkthrough?

Let’s set up a session. I’ll bring the prototypes and the stickman will bring snacks.

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