Product design intern at Freeletics
I led design at the wearables team to
launch on-device workout completion.
Apple Watch users had to go on their phone to log a session and give workout feedback.
Workout
Feedback
Next set
Feedback
Initially scoped as a straightforward adaptation of the existing mobile flow in collaboration with the PM.
Sometimes research means hitting the office gym. Besides working out myself, I interviewed people right as they completed their training with wearables, often still out of breath.
Exhaustion, sweat and jittery hands made even simple interactions feel disproportionately hard on a tiny watch screen .
01
Jittery hands make small buttons and text hard to use right after a set.
02
When exhausted, users do not want to spend extra time logging every workout.
03
Sweaty fingers make touch unreliable. Dense controls on a tiny screen break flow.
The feedback flow had to be redesigned for a form factor used while fatigued, moving, and low on attention.
I cut the happy path down to just three taps, replaced text-heavy choices with emojis and enlarged inputs and used crown rotation as input.
Exertion
Easily tappable and fast to understand
Technique
Like exertion, enough text space for localization
Exercises
Visual reminder to name struggles
Completion
No-tap, simple and delightful end
Embedded with engineering, I worked through feasibility and interaction tradeoffs to refine patterns like crown rotation, motion, and feedback states.
Drag, tap, or crown input.
Run engagement
↑20%
Interaction steps
↓90%
↑
Apple Watch retention among active runners
What I learned Real-world context is everything in wearables interaction design.
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