

MoveWell
MoveWell
MoveWell
This project was completed as part of the UX and Product design course at Berghs School of Communication.
MoveWell is a tailored and accessible workout app for older adults who wants to stay active, healthy and energized.
This project was completed as part of the UX and Product design course at Berghs School of Communication.
MoveWell is a tailored and accessible workout app for older adults who wants to stay active, healthy and energized.
This project was completed as part of the UX and Product design course at Berghs School of Communication.
MoveWell is a tailored and accessible workout app for older adults who wants to stay active, healthy and energized.
The challenge
The challenge
How might we design an app that helps older adults stay physically active in a safe way?
How might we design an app that helps older adults stay physically active in a safe way?
How might we design an app that helps older adults stay physically active in a safe way?
My role
My role
UX/Product designer alongside my two classmates.
UX/Product designer alongside my two classmates.
UX/Product designer alongside my two classmates.
What I did
What I did
User research, ideation, value proposition, user texting, wireframing, design iteration, prototyping, team cooperation, product design, UX/UI design
User research, ideation, value proposition, user texting, wireframing, design iteration, prototyping, team cooperation, product design, UX/UI design
User research, ideation, value proposition, user texting, wireframing, design iteration, prototyping, team cooperation, product design, UX/UI design
Timeline
Timeline
2 months
2 months
2 months
The Problem
The Problem
The Problem
As we age, many of us slow down. Not because we want to, but because of creaky joints, reduced mobility, or the lurking fear of injury. But it doesn’t have to be this way. For older adults, staying active usually isn’t about training for a marathon. It’s about keeping the body moving enough to maintain independence and joy in everyday life.
The problem?
Our society isn’t exactly built with this in mind. We lack spaces and services that support safe, sustainable movement for seniors. And even those who do want to stay active often hesitate, unsure of which exercises are safe or how to move without hurting themselves.
As we age, many of us slow down. Not because we want to, but because of creaky joints, reduced mobility, or the lurking fear of injury. But it doesn’t have to be this way. For older adults, staying active usually isn’t about training for a marathon. It’s about keeping the body moving enough to maintain independence and joy in everyday life.
The problem?
Our society isn’t exactly built with this in mind. We lack spaces and services that support safe, sustainable movement for seniors. And even those who do want to stay active often hesitate, unsure of which exercises are safe or how to move without hurting themselves.
The design solution
The design solution
The design solution
Our solution?
An empowering workout app designed specifically for older adults. Its features revolve around three things:
Safety (because no one needs surprise injuries)
Adaptability (because everybody ages differently) and
Encouragement (because moving should feel good, not like punishment).
With customizable settings and filters, the app adjusts to age-related limitations, making fitness less intimidating and a lot more fun for our senior users.
Our solution?
An empowering workout app designed specifically for older adults. Its features revolve around three things:
Safety (because no one needs surprise injuries)
Adaptability (because everybody ages differently) and
Encouragement (because moving should feel good, not like punishment).
With customizable settings and filters, the app adjusts to age-related limitations, making fitness less intimidating and a lot more fun for our senior users.
The design process
The design process
The design process

User research
User research
Interviews
Interviews
Interviews
01. Target group
01. Target group
We conducted nine 1-1 interviews with senior adults aged 65+, situated in Sweden, the United Kingdom and South Africa.
Our main research objective was to identify the main drivers and barriers for our target group to stay active. We also touched upon what physical exercise entails for our user group, its effect on physical and mental health, as well as their challenges for using apps and other forms of technology.
We conducted nine 1-1 interviews with senior adults aged 65+, situated in Sweden, the United Kingdom and South Africa.
Our main research objective was to identify the main drivers and barriers for our target group to stay active. We also touched upon what physical exercise entails for our user group, its effect on physical and mental health, as well as their challenges for using apps and other forms of technology.
02. Subject matter experts
02. Subject matter experts
We also interviewed three subject matter experts; 1 doctor, 1 occupational therapist and 1 fitness trainer who works with seniors, to get an objective view and understanding of our user group.
We also interviewed three subject matter experts; 1 doctor, 1 occupational therapist and 1 fitness trainer who works with seniors, to get an objective view and understanding of our user group.
Our user
Our user
Meet Helen
Meet Helen
Meet Helen

User flow
User flow
Helen’s journey
Helen’s journey
Helen’s journey
We mapped Helen’s journey from her first encounter with the app to completing her very first exercise. Along the way, one theme stood out: her doubts and anxiety about technology and safety. This insight became our design compass, pushing us to prioritize inclusive design and create an experience that feels smooth, safe, and genuinely enjoyable for seniors.
We mapped Helen’s journey from her first encounter with the app to completing her very first exercise. Along the way, one theme stood out: her doubts and anxiety about technology and safety. This insight became our design compass, pushing us to prioritize inclusive design and create an experience that feels smooth, safe, and genuinely enjoyable for seniors.

Ideation & brainstorm
Ideation & brainstorm
How might we design the best solution for Helen?
How might we design the best solution for Helen?
How might we design the best solution for Helen?
In our brainstorming sessions, we used methods like Crazy 8s and context scenarios to explore different directions for the solution. From there, we began sketching a simple flow, imagining how Helen would actually move through the app step by step.
In our brainstorming sessions, we used methods like Crazy 8s and context scenarios to explore different directions for the solution. From there, we began sketching a simple flow, imagining how Helen would actually move through the app step by step.
How Might We...
How Might We...
How Might We...
... make technology more trustworthy and user friendly for older adults to encourage adoption?
... make technology more trustworthy and user friendly for older adults to encourage adoption?
... reduce fear and uncertainty around movement for those with medical or physical limitations?
... reduce fear and uncertainty around movement for those with medical or physical limitations?
... design fitness experiences that align with a maintenance mindset while still fostering a sense of progress and accomplishment?
... design fitness experiences that align with a maintenance mindset while still fostering a sense of progress and accomplishment?
... help older adults overcome the fear of pain or re-injury to re-engage in activities they once enjoyed?
... help older adults overcome the fear of pain or re-injury to re-engage in activities they once enjoyed?
Crazy 8’s
Crazy 8’s
In our Crazy 8s, each team member sketched eight bold ideas around our top “How Might We” questions. After a quick round of sharing and voting, one concept stood out: a virtual assistant to guide users through onboarding. We then fleshed it out further with individual storyboards.
In our Crazy 8s, each team member sketched eight bold ideas around our top “How Might We” questions. After a quick round of sharing and voting, one concept stood out: a virtual assistant to guide users through onboarding. We then fleshed it out further with individual storyboards.


Story boards
Story boards
After sketching our individual storyboards, we shared them with each other and selected the storyboard that best captured our concept. From there, we translated it into our first flow sketch, complete with quick drawings to visualize how the app would in practice.
After sketching our individual storyboards, we shared them with each other and selected the storyboard that best captured our concept. From there, we translated it into our first flow sketch, complete with quick drawings to visualize how the app would in practice.


Design process
Design process
From Lo-Fi to Hi-Fi
From Lo-Fi to Hi-Fi
From Lo-Fi to Hi-Fi
Context scenario
From our detailed context scenario, we pulled out the key UI elements and turned them into our first low-fidelity sketches. We tested these wireframes on 3 users and received useful feedback to better our design in the next iteration.
Context scenario
From our detailed context scenario, we pulled out the key UI elements and turned them into our first low-fidelity sketches. We tested these wireframes on 3 users and received useful feedback to better our design in the next iteration.


Design iteration 1
Early testing showed confusion around unclear terminology, small icons, and disruptive workout break screens. In this iteration, we focused on clearer UX writing, improved iconography and labels, and a stronger visual hierarchy to make navigation more intuitive.
Design iteration 1
Early testing showed confusion around unclear terminology, small icons, and disruptive workout break screens. In this iteration, we focused on clearer UX writing, improved iconography and labels, and a stronger visual hierarchy to make navigation more intuitive.

Design iteration 2
In this iteration, we developed our first Hi-Fi prototype with defined UI elements, colors, and styles. We chose to design only the phone screens (including the phone’s casting mode) but left out the actual TV screens to keep the scope manageable for testing.
Design iteration 2
In this iteration, we developed our first Hi-Fi prototype with defined UI elements, colors, and styles. We chose to design only the phone screens (including the phone’s casting mode) but left out the actual TV screens to keep the scope manageable for testing.


User testing
User testing
Putting our Hi-Fi prototype to the test
Putting our Hi-Fi prototype to the test
Putting our Hi-Fi prototype to the test
We ran three rounds of usability testing and had a success rate of 100% in task completion. Beyond the numbers, users described the prototype as engaging and easy to use. They loved having a variety of workouts to choose from, and the habit tracker at the end was a strong motivator. The prototype felt warm and friendly, making the entire experience more inviting.
We ran three rounds of usability testing and had a success rate of 100% in task completion. Beyond the numbers, users described the prototype as engaging and easy to use. They loved having a variety of workouts to choose from, and the habit tracker at the end was a strong motivator. The prototype felt warm and friendly, making the entire experience more inviting.
Design improvements based on user feedback
Design improvements based on user feedback
Accessibility
Accessibility
Increased text size for better readability. Swapped icons in the navigation bar and habit tracker to avoid misinterpretation.
Increased text size for better readability. Swapped icons in the navigation bar and habit tracker to avoid misinterpretation.
User freedom
User freedom
Users felt there were too many steps before the actual workout, hence we added the option to skip personalized check in pre-workout and also reflections post-workouts.
Users felt there were too many steps before the actual workout, hence we added the option to skip personalized check in pre-workout and also reflections post-workouts.
Reward system
Reward system
Gamification and badge system as a a workout incentive was not of high important to the user, but the progress tracker was of higher value in terms of promoting regular use.
Gamification and badge system as a a workout incentive was not of high important to the user, but the progress tracker was of higher value in terms of promoting regular use.
Design solution
Design solution
Final design of MoveWell
Final design of MoveWell
Final design of MoveWell
Accessibility at its core
Accessibility at its core
Accessibility at its core
Incorporating user feedback, we arrived at the final version of our app. Every feature was designed with accessibility at the forefront, focusing on readability, inclusivity, and adaptability to meet the diverse physical and visual needs of our users.
Incorporating user feedback, we arrived at the final version of our app. Every feature was designed with accessibility at the forefront, focusing on readability, inclusivity, and adaptability to meet the diverse physical and visual needs of our users.
Personalized workouts
Personalized workouts
Personalized workouts
The personalized workout system is powered by a built-in algorithm that adapts exercises to each user’s goals and physical needs, instead of forcing them into a one-size-fits all routine.
The personalized workout system is powered by a built-in algorithm that adapts exercises to each user’s goals and physical needs, instead of forcing them into a one-size-fits all routine.
Emotional well-being
Emotional well-being
Emotional well-being
The app also includes a community space where users can connect with others who share their goals and interests. By fostering connection and belonging, it supports not only just physical health, but emotional well-being too.
The app also includes a community space where users can connect with others who share their goals and interests. By fostering connection and belonging, it supports not only just physical health, but emotional well-being too.









Link to Prototype
Link to Prototype
Style guide
Style guide
Visual design system
Visual design system
Visual design system


Project learnings
Project learnings
Reflections on my first project
Reflections on my first project
Reflections on my first project
MoveWell was my first product design project, and it has been an incredibly rewarding and formative experience. I had the chance to collaborate with like-minded classmates and, more importantly, I discovered my passion for UX design. This project leaves me with deep gratitude and a strong desire to continue learning and growing as a designer.
Key learnings from this project:
Keep iterations organized. While we added new pages between wireframes and hi-fi prototypes, we made hi-fi changes directly on the same prototype. This made it harder to track design decisions and compare versions. In hindsight, creating new pages for each hi-fi iteration would have kept the process cleaner and easier to follow.
Team chemistry ≠ effective teamwork. The lack of clear leadership often made our working sessions long and sometimes unproductive and we often drifted into side conversations. Next time, I would set up a simple structure for roles and decision-making early on, to balance collaboration with efficiency.
Don’t guide users during testing. In the usability tests, I found myself nudging participants when they slowed down or hesitated, just to help them move forward. This limited the insights I could gather. I learned that it’s better to embrace the discomfort of silence and simply observe, as that reveals the real usability issues.
Start with components early. At first, we built screens without components, and making design changes later on became time-consuming. Next time, I’ll prioritize creating components from the start to save time and maintain design quality.
MoveWell was my first product design project, and it has been an incredibly rewarding and formative experience. I had the chance to collaborate with like-minded classmates and, more importantly, I discovered my passion for UX design. This project leaves me with deep gratitude and a strong desire to continue learning and growing as a designer.
Key learnings from this project:
Keep iterations organized. While we added new pages between wireframes and hi-fi prototypes, we made hi-fi changes directly on the same prototype. This made it harder to track design decisions and compare versions. In hindsight, creating new pages for each hi-fi iteration would have kept the process cleaner and easier to follow.
Team chemistry ≠ effective teamwork. The lack of clear leadership often made our working sessions long and sometimes unproductive and we often drifted into side conversations. Next time, I would set up a simple structure for roles and decision-making early on, to balance collaboration with efficiency.
Don’t guide users during testing. In the usability tests, I found myself nudging participants when they slowed down or hesitated, just to help them move forward. This limited the insights I could gather. I learned that it’s better to embrace the discomfort of silence and simply observe, as that reveals the real usability issues.
Start with components early. At first, we built screens without components, and making design changes later on became time-consuming. Next time, I’ll prioritize creating components from the start to save time and maintain design quality.