THR/*VUI/UX DESIGNTHR/*V (pronounced “Thrive”) is a fitness app concept designed to help busy professionals build exercise into their everyday lives. I developed the user experience, interface, and visual identity around three connected moments: choosing a workout, completing a guided session, and seeing progress. The result pairs a structured experience with a bold identity that carries across the app. THE CHALLENGE The project began with a practical question: how can a fitness app help someone move from wanting to exercise to knowing what to do today? I focused on the decisions surrounding a workout, including finding time, choosing a suitable session, and understanding what it involves. My design objective was to make that path clear while leaving room for different goals, schedules, and experience levels.RESEARCH & TARGET AUDIENCE I focused on professionals aged 20 to 35, using two provisional personas to explore different needs within that audience. These informed three design priorities: flexible workout selection, guidance during sessions, and progress summaries at different levels of detail. The profiles remain working assumptions to validate through user research. Persona 1 — Jackie, 25
Busy marketing associate with a packed schedule
Wants quick guided workouts and simple progress tracking
Values clean design and clarity to stay consistent
Looks for workouts she can do at home or on the go
Needs small wins and visual motivation to stay engaged
Persona 2 — Dan, 32
Software engineer focused on strength and endurance
Motivated by detailed stats and long-term tracking
Prefers a structured, professional design that mirrors his training
Seeks weekly and monthly insights to measure progress
Wants features like comparisons to push him further
USER FLOW I mapped the user flow from sign-up and login to workout discovery, guided sessions, and progress tracking. Laying it out helped clarify key decisions and how users move between screens, with a clear path from choosing a workout to reviewing their results. Wearable integration and social challenges are marked as future opportunities. WIREFRAMES I used grayscale wireframes to establish the layout, hierarchy, and navigation before developing the visual treatment. The early screens explored how users would browse workouts, follow a session, and access their schedule and activity. As the concept expanded, I added more specific states, including guidance for new users and workout interruptions, to consider what users need at different points in the experience.DESIGN SYSTEM I built a shared visual system to keep the expanding interface consistent. Orange brings energy to key surfaces, navy anchors text and controls, and ink and chalk provide contrasting backgrounds. Orbitron gives headlines and timers their distinctive character, while Saira supports body copy and interface labels. Reusable buttons, filters, cards, exercise rows, and navigation states establish common patterns across the app. The signature slashes, asterisks, and directional arrows connect the interface to the THR/*V identity.ONBOARDING Onboarding introduces the information needed to shape a proposed routine: fitness goals, available days, experience level, and preferred session length. I divided these choices into focused steps so users can consider one set of preferences at a time. On the first visit, Home offers a suggested workout alongside an empty activity history, giving new users a starting point before they have completed their first session.WORKOUT DISCOVERY Workout discovery combines visual browsing with practical filters. Users can explore categories, then narrow their options by workout type, intensity, duration, and equipment. The class details screen brings together the coach, session length, intensity, and exercise sequence before the user starts. I used a clear primary action to connect this information to the next step, while keeping filters in a bottom sheet that preserves the context of the workout list.WORKOUT EXPERIENCE During a workout, the timer and exercise sequence take priority. I removed the main navigation from the session view to limit competing actions and keep attention on the workout. The paused state makes the interruption explicit and provides controls to resume or end the session. On completion, a summary brings together total time, completed rounds, and activity metrics, with a direct route to progress tracking.DAILY ROUTINE & EXPLORATION Home brings together workout categories, recent activity, and entry points to the daily schedule and notifications. These screens support the planning and reminders around a session. Explore extends the concept through articles, workout music, and nutrition tracking. I grouped these supporting features separately from Train so users can access them without adding steps to the core workout journey.PROGRESS & PERSONALIZATION Activity and profile screens show how individual sessions contribute to a broader routine through workout totals, active minutes, and weekly goals. Settings provide a place to adjust preferences, reminders, and connected services. The wearable connection concept explores how activity data could be brought into the experience, with separate controls for sharing heart rate, steps, and sleep. Together, these screens consider how the app could adapt as someone’s routine develops. REFLECTION Developing THR/*V beyond its initial screens made me think more carefully about the moments between major actions: arriving with no workout history, narrowing a list, interrupting a session, and deciding what to do afterward. Building a component system also helped connect the visual identity to repeatable interface patterns.
The next step is to test a clickable prototype with people who have different exercise habits. I would focus on whether they can set a realistic schedule, find an appropriate workout, pause and resume a session, and understand their results. Those observations would guide revisions to the navigation, content, and controls before evaluating the concept’s role in supporting a routine over time.