App · Case study
PulseFit workout app
An energetic, easy-to-scan workout tracker built for use with sweaty hands and short attention.
- Client
- PulseFit
- Role
- UI/UX designer
- Timeline
- 8 weeks, 2022
- Tools
- Figma, ProtoPie

01
The problem
People use workout apps in the least forgiving conditions: sweaty hands, glaring gym lights and thirty seconds between sets. PulseFit’s logging screens needed four taps and a keyboard per exercise, so most users stopped recording after a week.
02
The approach
I spent three sessions at a local gym watching rather than asking. Thumbs did the work, and glances lasted barely two seconds. We set a rule that every key action must work one-handed, then prototyped swipes and timers to feel their rhythm before committing. Early testers wore gloves, which taught us more than any survey.
03
The solution
Large high-contrast set cards, a swipe to log and a rest timer that follows you across screens. Colour carries meaning, such as effort and recovery, so the interface reads at a glance. Motion is short and purposeful, never decorative. Every screen was checked against a thumb-reach map for both left and right hands.
The results
Sample resultsLogging became a habit instead of a chore, and the audience grew with it.
- +41%
- Weekly active users
- 3x
- Workout logs
- 4 to 1
- Taps per set
Sample results: this client and every figure are fictional.
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