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The competitive fitness tracker that promotes giving back

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A Mobile App Case Study



We designed a mobile app that is a competitive fitness tracker that gamifies the fundraising process to help users be more active in their health and community. FitDaddy allows users to track their activity and how well the charity they are participating in is doing.

Our goal was to build a modern-day mobile app that helps users to stay active and do so in an engaging way. Many of us are looking to either get in shape or stay in shape and FitDaddy can help to achieve your fitness goals.

Problem: We took note that fitness trackers do not allow users to compete with their friends, while giving back to their communities.

Solution: We believe making a competitive fitness tracker geared toward fundraising, for people that are looking at making activity rewarding, and will help promote user health awareness while giving back to their communities. 


UX/UI Designer

My Role

Figma, Miro, InVision, JigJam,
Zoom, Slack and


Jobey Wright, Matt Wheeler & Myself


Hypothesis: By allowing users to compete against their friends in fitness activities, we can help them to raise money for a charity of their choosing.


Methodology: Answering these two questions was our main focus:
Who are our users?
2. What are their main pain points?

To address this project, we employed the subsequent methodology:


User Research


Definition & Ideation


Testing & Iteration

User Research

We began our qualitative research by conducting five user interviews, followed by a survey to collect more qualitative data

User Interviews

Ideal Users

The ideal participants for our research would be people who are active and use an activity tracker.

Reseach Goals

We set three main research objectives, to narrow down and identify the factors that motivates users to be physically active:


1. How people track their activity now

2. What is their current relationship to fund raising

3. How users interact with competition

User Interviews

To supplement our user interviews, we administered an initial survey. We created a questionnaire and distributed it to our target demographic through social media. Our goal was to understand the thoughts and actions of those who are physically active, and identify pain points and needs in regards to tracking their activity. 21 people respond to our survey and these are our key findings:

Survey - Key Findings

21 Responses


85% - Use a fitness tracker

66% - Are physically active

42% - Participate in fund raising

71% - Are competitive

Interview Research Analysis

To gain insight into what motivates individuals to engage in physical activity, we conducted online interviews with potential users.


“I workout to stay in shape and for a better quality of life.”

“I workout to be able to eat guilt free and stay healthy.”

“I workout to always try to better myself.”

To improve our comprehension of the data we collected during our interviews, we arranged the feedback we received into an affinity diagram.



We developed our proto persona into our user persona based on user insights and analysis.


Griffin's Pain Points

  • Busy schedule with work and family commitments

  • Missing out on sleep or spending time with family to get a workout in

Definition & Ideation

To empathize with our user ‘Griffin Murry’ better we created a storyboard. The storyboard helped us to define his user journey and getting to know Griffin better.



User Journey


Competitor Analysis

The competitor analysis helped us to identify our competitors and evaluate their products to determine: Strengths, Weaknesses, Opportunities & Threats. We examined 3 direct and 1 indirect competitors. (Direct: Fitbit, Sweatcoin and Charity Miles. Indirect: Omaze.

The competitor analysis helped us to: evaluate the major competitors, examine our product standing, and consider innovations to stand out.


Ideation & Brainstorming

Our team collaborated to merge the persona, user journey, and research findings to create a set of requirements for our product. To prioritize our app features, we employed the ‘I like, I wish, What if’ design thinking approach.


Our Focus: High impact/Low complexity

1. See other users on a map

2. Fantasy league


3. Challenge friends to a duel

After reviewing the outcomes of the ideation and definition process, we established a list of prioritized features. To begin this process, we crafted a user flow:


Low Fidelity Sketches

Keeping Griffin and his pain points in mind, we started the prototyping process by sketching on paper. We then performed preliminary user testing by importing the sketches into Figma and created hot spots.


Mid-Fidelity Wireframes

Following the completion of the sketches, we utilized Figma to produce mid-fidelity wireframes. To ensure that the design was user-friendly, intuitive, and effective, we conducted multiple usability tests.

Here is a user flow that presents recommendations to review:


Testing & Iteration

To receive valuable feedback on our design, we conducted one-on-one online usability testing of our mid-fi prototype. This process revealed areas for potential improvement, identified pain points, and validated some of our decision-making. We assigned our users four tasks to complete:


1. Sign Up

Success Rate: 95%

2.  Log into account

Success Rate: 95%

3. Reset Password

Success Rate: 66%

4. Start a new challenge

Success Rate: 66%

Usability Test Findings

After gathering all of the usability test data, we carefully examined it to uncover insights into our users' pain points. We organized the feedback we received by frequency of responses and identified critical issues that required immediate attention. This approach allowed us to fulfill our objective of developing a product that prioritizes the needs of the user.




Brought in the color scheme, shifted the login and sign up buttons down, and added the logo

Eliminate the activities, causes and friends buttons to open space for the hub menu that shows current stats of the user. We added a button for donating to a cause and creating a new challenge.

Added the option to decline

Hi-Fidelity Prototype

After reviewing the outcomes of our usability tests on the mid-fi wireframes and making any required adjustments based on the results, we moved forward to the subsequent phase of our design process, which entailed crafting high fidelity prototypes.

Style Guide

We started off by working on our style guide. Orange was chosen as our primary color, as it signifies energy, positivity and optimism.


Final Product - High Fidelity


High Fidelity Prototype in Action


Next Steps & Reflections

This project taught us valuable lessons, particularly about the significance of user research and testing throughout the process. By obtaining feedback from fresh perspectives, we were able to identify product flaws and gain new insights. Additionally, we honed our ability to work collaboratively as a team by combining our strengths and design concepts.

Looking ahead, we aspire to incorporate merchandise that users can buy and enjoy, as well as gamifying our app to provide an interactive option for users, similar to Pokémon GO.


More Projects...



Let's work together. Feel free to drop me a line and say "Hi." I look forward to hearing from you. 

Have a great day!

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