UX Steps Taken
- User personas and empathy mapping
- Information architecture design
- Mobile and watch wireframing
- High-fidelity UI design
The University of Vermont was conducting a research initiative to measure how rewards influence healthy behavior among college students. However, their existing WE fitness app struggled with low engagement, poor usability, and an outdated interface that failed to resonate with users aged 18–24.
The app also needed to function as a reliable research tool—collecting accurate fitness and behavioral data—while offering a seamless experience across mobile and Apple Watch, without increasing user effort or fatigue.
Key Pain Points Identified
Interviews with UVM research teams and product partners to define goals and understand user motivations and constraints.
Qual + quant analysis of fitness tracking behavior to understand habits, motivation, and engagement patterns.
Users dropped off within the first week due to low motivation
Found fitness tracking tedious without rewards
Preferred wearable-first interactions over mobile-only tracking

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More consistent student participation
Improved research data reliability
Sustained engagement over time
Built around motivation psychology
Continuous feedback and refinement
Mobile and smartwatch experience alignment
UX flows and interaction notes
Mobile and watch UI guidelines
Icons and visual assets