Gym - APP IOS/Android & Backoffice

INDUSTRY:

Health & Wellness / Fitness Tech

COMPANY:

Confidential (Gym App)

ROLE:

Product Designer (UX Research, Strategy, UI)

summary.

An online training platform offering live and on-demand classes for various fitness levels and goals. It allows users to work out from anywhere and enables personal trainers to create and manage custom workouts. The product includes features like progress tracking, professional guidance, and multi-device streaming.

I led the end-to-end product design process, from market research to final UI, helping the platform evolve into a modular, scalable experience that drove strong user engagement.

challenge.
  • Understand what users and professionals needed in an increasingly competitive fitness tech market

  • Improve the experience of streaming workouts across multiple devices

  • Structure a solution that could serve users, trainers, and the business with flexible content management

  • Prioritize features within a tight scope and limited dev resources

goal.
  • Increase user satisfaction and engagement

  • Improve technical stability for video streaming

  • Create a scalable app and back office for instructors and admins

  • Validate future opportunities such as professional consultations and social features

solution.
  • Conducted competitor benchmarking (e.g., Queima Diária) and user surveys to define core needs

  • Mapped user flows, created personas, and built wireframes

  • Identified and solved connectivity issues in multi-screen usage

  • Designed a modular platform that supported:

    • Three subscription plans

    • Content uploads (videos, banners, workouts)

    • Video-on-demand and live sessions

  • Included online consultations with nutritionists and psychologists (MVP-ready)

  • Postponed the social and "Kids" versions after data showed low demand

result.
  • High engagement rate after redesign

  • Users reported improved streaming stability and better experience across devices

  • Client was highly satisfied and validated product-market fit with the new version

💡 What I Learned

Designing for multiple user types (consumers and trainers) requires clear flows and a flexible system architecture. Research proved essential to challenge assumptions, like the initial push for a kids version. Understanding the market and listening to real user needs helped create a solution that balanced usability, technical constraints, and business goals — leading to a product with strong adoption and future scalability.