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Concept · Mobile App · 2019

Trac App

A day-by-day wearable fitness tracker concept designed to close the gap between intent and consistency

Role
Solo Designer
Platform
iOS Mobile (Concept)
Year
2019
Published

Trac started from a frustration: wearable fitness trackers were becoming less relevant as smartphones got smarter, but the apps that ran on those smartphones still felt clinical, data-heavy, and disconnected from daily life. People were not struggling to track their fitness — they were struggling to stay motivated long enough for tracking to matter. Trac was designed as a concept to close that gap: a smartphone-native fitness companion that treats consistency as the core product.

Phase 01
Research
Phase 02
Market Analysis
Phase 03
Personas
Phase 04
Define
Phase 05
Design
Phase 06
Reflect
Trac App overview

The wearable trend was slowing down. The smartphone was the device people already had with them.

In 2019, fitness wearables were losing ground. The segment — devices explicitly intended for fitness tracking, including wrist-worn activity trackers and smart clothes — was becoming saturated and commoditized. More importantly, the smartphones people already carried had the sensors, compute, and screen real estate to do everything a dedicated fitness band could do, and more.

23%
Projected CAGR of the global fitness app market at time of research
42%
Of smartphone owners were using at least one fitness app (Flurry, 2019)
5M+
Deaths annually attributed to physical inactivity — the real problem behind the product

But the research also surfaced something the market data masked: people were not quitting fitness apps because the apps were bad at tracking. They were quitting because the apps were bad at motivating. High initial engagement, fast dropoff. The gap between intent and habit.

“People get so busy in their life that fitness falls away — not because they stopped caring, but because the apps gave them data without giving them a reason to keep going.”

This insight — that the core design problem was motivational continuity, not data capture — became the north star for Trac.

Trac research overview

Competitive audit of the three most popular fitness apps in 2019: Strava, StepSetGo, and Google Fit.

I chose these three because together they covered the full landscape of fitness tracking at the time — Strava for performance-focused athletes, StepSetGo for gamified casual users, and Google Fit as the platform-native baseline. Each represented a different design philosophy and served a different user mindset.

App Strength Weakness Motivation model
Strava Rich activity tracking, social segments, leaderboards Overwhelming for casual users; designed for athletes, not beginners Competition & social pressure — works for athletes, alienates newcomers
StepSetGo Gamification, step-coin rewards, accessible entry point Shallow depth; rewards feel arbitrary after initial novelty wears off Extrinsic rewards — high initial engagement, fast decay
Google Fit Deep device integration, clean data, Heart Points system Cold, clinical feel; no personality; treats fitness as data, not behaviour Health metrics — informative but not emotionally engaging

The gap across all three: none of them prioritized daily emotional connection. They all optimized for what users tracked, not how users felt about tracking. Strava rewarded performance. StepSetGo rewarded completion. Google Fit rewarded consistency numerically. None of them treated the relationship between a user and their daily habit as something worth designing for.

That gap was the product opportunity for Trac.

Trac competitive analysis and research

Two personas defined by their relationship with consistency — not their fitness level.

Most fitness apps build personas around fitness level (beginner, intermediate, advanced). I found this framing unhelpful for a motivational product. The more relevant axis was relationship with habit: do you know what you need to do but struggle to sustain it, or are you actively engaged but worried about plateauing?

Persona A — The Lapsed Starter
Priya, 28
Marketing Manager — Urban, time-constrained
“I download a fitness app every few months. I use it for two weeks. Then life gets in the way and I forget it exists.”
Goals: Build a sustainable routine. Feel less guilty about inconsistency.
Frustration: Apps either make her feel bad for missing days or stop feeling relevant after the first week.
Persona B — The Habit Builder
Arjun, 32
Software Engineer — Tracks everything, wants progress clarity
“I want to see that what I’m doing today actually connects to where I’m going. Most apps just show me numbers.”
Goals: See meaningful progress over time. Understand the “why” behind the data.
Frustration: Data-rich apps feel disconnected from long-term narrative. Can’t see the story his habits are telling.

The key insight across both personas: the problem was not data volume or tracking accuracy. It was meaning. Neither Priya nor Arjun needed more metrics. They needed the app to help them understand their own patterns and stay connected to them.

From research to design direction: three How Might We questions that anchored every decision.

HMW 01
How might we make missing a day feel like a pause, not a failure?
HMW 02
How might we surface the right metric at the right moment, instead of showing everything all the time?
HMW 03
How might we help users feel the progress their habits are building, not just see it?

Feature prioritization using MoSCoW:

Must Have
  • Daily activity tracking (auto-detect)
  • Streak visualization
  • Single focus metric per day
  • Weekly summary card
Should Have
  • Contextual motivation messages
  • Goal setting with milestones
  • Heart rate + step integration
  • Progress narrative (monthly story)
Could Have
  • Social sharing
  • Wearable device sync
  • Nutrition logging
  • Lock-screen widget
Trac App final screens

The prioritization decision I am most confident in: keeping nutrition logging out of v1. Every competing app that tried to do food tracking alongside activity tracking ended up doing both poorly. The calorie-counting burden was one of the most cited reasons users abandoned fitness apps in my research. Trac would own one domain deeply — movement and habit — and defer food to integrations later.

Three design principles. Every screen tested against them.

Principle 01
One thing at a time
The home screen surfaces one focus metric per day based on the user’s stated goal. Everything else is available but not foregrounded. Reducing the number of decisions reduces the friction between opening the app and feeling progress.
Principle 02
Consistency over intensity
Streaks reward showing up, not performing. A 20-minute walk that maintains a streak is worth more in the product logic than a 2-hour workout that breaks one. The visual system reflects this — streaks are the primary status indicator, not calories or personal records.
Principle 03
Auto-detect, not manual log
Every data point Trac can infer from motion sensors and GPS, it should. Manual logging is the number-one drop-off moment in fitness apps. If the user has to enter something, the product has already failed at the interaction level.

Key screens and the design reasoning behind each.

Home — Daily Focus
A single large metric card occupies the top of the screen: today’s focus goal (e.g., “8,000 steps” or “30 active minutes”), a progress ring, and a contextual label that changes based on time of day and pace. Below it, the streak counter — always visible, always the emotional anchor of the session.
Activity Log
A scrollable timeline of auto-detected activity segments. Walk, run, cycle — categorized by motion signature. Users can label or edit, but never need to. The visual language uses weight and color temperature (cool → warm) to represent intensity, not numbers.
Weekly Summary
A narrative summary card generated at the end of each week. Not a chart — a short sentence or two written in first person: “You moved 4 out of 7 days this week. Your longest streak was 3 days. You’re building something.” This was the most differentiated design decision: treating data as a story, not a spreadsheet.
Streak Recovery
When a streak breaks, Trac does not show a broken counter. It shows a “restart” card: how many days since the last active day, and what it would take to get a 3-day streak going again. Framing recovery as opportunity rather than failure was a direct response to HMW 01.
Trac design process
Trac whole app design

Design iterations: what changed and why.

V1
Full dashboard with all metrics visible. Felt like every other fitness app. Users in informal testing immediately scrolled past the data they needed. Too much parity with competitors — no clear point of view.
V2
Introduced the single focus metric card. Immediate improvement in perceived clarity. Users reported “knowing what to do today” after opening the app — which was the exact outcome the HMW questions were designed to achieve.
V3
Replaced static charts with a motion-based timeline. Activity periods visualized as blocks with intensity gradients rather than line graphs. More visceral, less analytical — better suited to the emotional register the product was aiming for.
V4
Added the narrative weekly summary. Originally planned as a chart screen. Replaced with first-person text after realizing that a chart requires interpretation; a sentence does not. This reduced the cognitive load of the review moment while increasing emotional resonance.

What this project taught me about designing for behaviour change.

The research question is the design question. The reason Trac has a distinct point of view — one focus metric, streaks over PRs, narrative summaries — is that the research surfaced a specific, non-obvious problem: motivational continuity, not data accuracy. If I had started with “how do I build a better fitness tracker?” I would have built a better fitness tracker. Starting with “why do people stop using fitness trackers?” led to a completely different product direction.

Constraints are product decisions. Deliberately leaving nutrition logging out of v1 was not a scope compromise — it was a product decision grounded in research. Scope discipline is a form of product thinking. Every “we could add” is also a “we could dilute.”

Tone is an underrated design material. The weekly narrative card was the highest-differentiation feature in the concept — and it required no new data, no new tracking capability, no engineering complexity. It only required a decision about voice. How an app talks to users about their own behaviour shapes whether they feel judged or supported. That is a design decision with as much impact as any UI pattern.

What I would validate next. The single focus metric is the riskiest assumption in the product. It requires the algorithm to correctly infer which metric matters most today — and to be right often enough that users trust it. That inference model would need significant real-world testing to calibrate. The streak recovery framing would also need A/B testing against a traditional broken-streak state to measure whether it genuinely improves reactivation, or just feels better to designers.

3
Competitors audited
Strava, StepSetGo, Google Fit
2
Personas
Defined by habit relationship, not fitness level
4
Design iterations
Each driven by a specific research insight
0
Manual logging required
Auto-detect as a core design principle