GoFit

Connecting fitness enthusiasts with nearby events and community, making it easier to stay active and accountable.

My Role
UX Designer
Visual Designer
Skills
User Research
Competitive Analysis
Persona Development
Storyboarding
User Flows
Wireframing
Usability Testing
Visual Design
Prototyping

The Brief.

Pick a UN Sustainable Development Goal. Explore real problems people face around it. Design a solution — from research all the way through to a high-fidelity prototype.

Our team chose SDG #3 — Good Health & Well-Being, and focused on physical fitness — an area where the gap between intention and action is well documented, and one we all had personal stakes in.


Research.

13

Interview participants

3

Competitors audited

6

Usability testers

What already exists?

We audited existing tools to understand the space and find where they fell short.

AppTypeWhat it does wellWhat's missing
Partial CompetitorTeamSnapSports team managementRobust scheduling, private media sharing, instant team commsLocked to existing teams — no discovery of new people or events
Indirect CompetitorSquaddyGroup fitness coordinationCommunity building, progress tracking, shared interestsWeak social layer — browsing local activity or meeting strangers is an afterthought
Analogous CompetitorCitizenLocal event/safety feedReal-time local updates, community engagement1.5mi radius cap, no fitness context, no coordination features

The tools that existed either served existing groups or enabled passive discovery — nothing bridged both with active coordination.

What do people actually want?

We ran semi-structured interviews with 13 people across a range of fitness activities — from gym regulars to weekend hikers. Four themes surfaced consistently.

Most people said

Group activities keep them consistent

Working out with others is what actually builds a habit. Solo workouts are easy to skip.

Many people said

They plan fitness ahead of time

Spontaneous plans rarely work. People want to schedule activities around the rest of their week.

Many people said

They want to meet people, work out together

Fitness is a vehicle for community. New connections were a primary motivator — health outcomes came second.

Most people said

Tracking progress keeps them motivated

Visibility into what they've done — stats, streaks, history — reinforces the behaviour loop.


Defining the Problem.

Who are we designing for?

Two distinct user types emerged from the research. Both want to be active with others — they just lack the tools to make it happen reliably.

Jonathan, 23

Software Developer · USA

"I want to play volleyball but I haven't found people to play with ever since I moved."

Goals

  • Stay physically active and maintain fitness
  • Join team sports and group activities
  • Make friends with similar interests

Frustrations

  • Shows up to fields to find no one there
  • No reliable way to find people with common interests
  • Individual sports feel isolating

Amanda, 24

Business Analyst · USA

"I love planning group activities — I just wish there was one place to handle all of it."

Goals

  • Organise group fitness activities for her friends
  • Coordinate logistics — gear lists, meeting points, timing
  • Make sure everyone shows up prepared and on time

Frustrations

  • Coordinating over group chats is chaotic and easy to miss
  • No way to share a gear list or checklist alongside the event
  • People show up unprepared because details got buried

How might we...

Design a support system for fitness enthusiasts that provides resources, keeps them informed and motivated, and helps them discover nearby fitness events?


Design.

Mapping real scenarios

Before sketching screens, we built storyboards around Jonathan and Amanda's journeys — to validate that our features solved real moments, not hypothetical ones.

Jonathan's story

He finds a local volleyball event, RSVPs, shows up, and meets people with shared interests. The app handles discovery and coordination.

GoFit storyboard — Jonathan's journey

Amanda's story

She creates a group soccer game, adds a checklist of what to bring, people show up prepared, they play together, and she feels the satisfaction of a plan that actually worked.

GoFit storyboard — Amanda's journey

Locking in the feature set

We built a user flow to map the exact sequence of steps users take — which locked in four core areas: Activity Discovery, Social Feed, Friend Groups, and Personal Tracking. Anything outside these four didn't make the cut.

GoFit user flow diagram

Testing structure before polish

We built lo-fi wireframes first — deliberately rough, so testers focused on whether flows made sense rather than how things looked. This let us catch structural problems early.

Onboarding wireframe
Home screen wireframe
Events list wireframe
Profile wireframe

Testing & Iteration.

We ran moderated usability tests with 6 participants on the wireframes. Four issues came up repeatedly enough to act on.

01

Issue

Unclear grouping of UI elements

What changed

Regrouped related actions into cards with clearer visual hierarchy

02

Issue

Key actions were hidden or hard to find

What changed

Primary CTAs moved to a persistent bottom bar

03

Issue

Navigation felt complex and nested

What changed

Simplified from 5 tabs to 4; redundant nested menus removed

04

Issue

Distracting and redundant UI elements

What changed

Decorative elements stripped; spacing tightened throughout


Final Design.

Visual language

The visual system needed to feel energetic and approachable — an active primary blue with a warm accent, Poppins for readability across all screen sizes, and a tight icon set mapped to the four core feature areas.

GoFit style guide — colors, typography, iconography

Screens

With the usability issues resolved, we built high-fidelity screens in Figma covering onboarding, event discovery, group coordination, and personal stats.

Landing screen
Home screen
Map view
List view
Group chat
Social feed
User profile
Activity screen

Prototype

Click through the full interactive prototype below.


Reflection.

Assumptions get expensive fast

We assumed tracking was the primary need — interviews showed connection was. That shift reshaped the entire feature priority.

Lo-fi is faster than it feels

Rough wireframes caught four structural issues before any visual design was done. Testing early saved significant rework time.

Fewer personas, sharper focus

Four personas diluted decisions. Two with clearly opposing needs made every design trade-off easier to reason about.