Pump'd
A multimodal workout assistant that helps users navigate the intimidating gym experience and using unfamiliar gym equipment. It reduces gym anxiety and builds confidence through a supportive experience.
Skills
End-to-End Experience Design
Mobile UI/UX Design
Interaction Design
User Research & User Testing
Team
4 Designers
Timeline
5 weeks, Spring 2025
Overview
Pump'd: a multimodal workout assistant
👎 Problems of first-time gym-goers
Feel intimidated by other experienced gym-goers
Lack guided support with choosing & using equipment
Struggle to build confidence and stay motivated
✅ Solution
A workout assistant offering discreet interactions, personalized workout plans, real-time guidance and visual milestones; to create an emotionally supportive experience.
what i did
My Contribution
Shaped the Experience Strategy
I proposed the “Simon Says” metaphor as a familiar, follow-along interaction model to support first-time gym-goers. It shaped how we designed the experience, from instructions to feedback, to make workouts feel more intuitive and less intimidating.
Experience Journey Mapping
I created the detailed user experience journey maps, capturing each stage of a beginner’s gym visit. This helped us to identify precise intervention points and the desired end-state experience.
Independently Redesigned the Final Product
After the course ended, I independently revisited the project to address usability and visual cohesion concerns. I synthesized feedback from testing and redesigned the product’s flow and interface.
Research
Contextual Inquiry & Competitive Analysis
Contextual Inquiries
🧪 Method
In-person think-aloud walkthrough at the gym.
2 regular and 3 first-time gym-goers.
🎯 Goal
Understand gym-goers thoughts, emotions & actions in the actual environment.
🏋
Research Insight 1
Many users, regardless of experience, find gym equipment unintuitive
80% expressed uncertainty about how to set up and adjust gym equipment.
60% questioned whether they were using the machine correctly or safely mid-use.

"I don't know what the right way to place it is. So I'm trying to play around to figure out what's the right way to do it to set up"
- P1, regular gym-goer in his 20s
🏋
Research Insight 2
Social pressure and fear of looking inexperienced discourages exploration
Environment matters: 60% felt self-conscious around more experienced gym-goers.
Cycle of avoidance: participants don't attempt to learn because exploration feels risky or embarrassing.

"I always feel like people are going to be like 'Oh, she's doing something wrong' or like 'She doesn't know what she's doing'…kind of like anxiety""
- P4, first-time gym-goer in her 20s
🏋
Research Insight 3
Users rely on body cues but lack the vocabulary to validate form
80% rely on physical sensation ("muscle burn") to gauge correctness, because of a lack of external feedback.
When physical sensations match expectations (e.g. feeling the correct muscle group), confidence grows. When they mismatch, doubt arises.

"I think I feel it in the arms behind. Yeah, and I guess like the stomach core. Just because that's where it felt straining."
- P3, first-time gym-goer in her 20s
🏋
Research Insight 4
Layered guidance supports different learning styles and builds confidence
80% found audio cues and instructions helpful.
60% wanted the option for visual instruction where audio cues are insufficient or terminology is complex.

"I think the need for visual cues depends on the complexity of the machine."
- P2, first-time gym-goer in her 20s
Competitive Analysis
🧪 Method
x-axis: interactive guidance
y-axis: emotional engagement
🎯 Goal
Understand market gaps and opportunities.

This revealed a gap in the market: a need for real-time, confidence-building feedback in a playful, user-friendly format.
4 Design Pillars
🧠 Reduce Cognitive Load
Deliver just-in-time instructions to reduce cognitive load and help users stay focused on form.
❤️ Emotional Safety
Discreet interactions to reduce social anxiety and help users feel safe learning in public spaces.
💪 Build Confidence
Reinforce progress with real-time feedback that help users feel successful and supported.
📈 Memorable Endings via the Peak-End Rule
End workouts on a high note to leave a positive impression and motivate users to return.
How might we
How might we help gym-goers feel confident and supported when using unfamiliar equipment for the first time?
Ideation
User Journey and Conceptual Ideation
Mapping the User Experience Journey
👎 Current User Experience Journey
Based on our user interviews, I mapped out the experience journey of our user across the "pre", "during" and "post" workout phases to identify emotionally vulnerable moments in the journey.
👍 Desired Experience Journey
Grounded in users’ psychological needs and be-goals (Hassenzahl, 2010), we aimed to reduce pre-workout decision paralysis, provide discreet real-time guidance, and reinforce progress post-workout. This would create a more supportive experience, both functionally and emotionally.
This image contrasts the current emotional journey (orange) with the desired journey (green).
The desired emotional journey shows significant improvement in user's mental and emotional state, from start to end.
Conceptual Ideation
We anchored our ideation on how users interpret and feel about the content, through metaphor and theme.
Metaphor*:
Simons Says for the Gym
We wanted to emulate the game of Simon Says, designing follow-along cues that are immersive and supportive.
*Kensing & Madsen, 1991
Theme*:
Perfecting your form through play
We used "play" as our north star for the experience design, to ensure the product feels joyful and intuitive.
*Pine & Gilmore, 1999
Test & Iterate
3 Rounds of User Tests
What I did
Created wireframes for audio-visual guidance, rest timers, and "my gym" flows.
Wrote the test script, and acted as both moderator and notetaker on all 3 rounds of tests.
Group findings to determine action items.
Concept Evaluation
🧪 Method
5 in-person think-aloud sessions
Lo-fi wireframes of the core workout flow (from selection to completion).
🎯 Goal
Does it align with user expectations?
Do users understand the flow, structure, and key affordances.
🏋️
Key Findings
60% felt it took too long to start a workout.
60% did not want to rate their workouts because it was inconsequential.
60% wanted more features like access to iTunes or Spotify within the app.
Usability Testing
🧪 Method
4 rapid iterative testing and evaluation (RITE).
Mid-fi wireframes of the core workout flow (from selection to completion).
🎯 Goal
Does it align with user expectations?
Do users understand the flow, structure, and key affordances.
🔨 What Changed
Moved to mid-fi to better evaluate user reaction.
Reduced steps to start a workout.
Added control and access Spotify.
Removed rating after each workout.
🏋️
Key Findings
100% did not want video guidance during the workout; only audio guidance.
80% did not understand key CTAs (e.g. scan NFC tag, swipe to log sets).
60% found lesson plans confusing.

Experience Prototyping
🧪 Method
5 experience prototypes, at the gym.
Wizard-of-Oz setup: real-time audio guidance.
Hi-fi wireframes of onboarding, core workout, my profile and my gym flows.
🎯 Goal
Does prototype achieve the desired user experience and emotions?
Do users find the prototype useful?
Are there any usability issues?
🔨 What Changed
Added new flows: "Profile" and "My Gym".
Improved affordances for key CTAs.
Updated lesson plans for clarity.
Shift from audio-visual guidance, to audio-only guidance during workout.
Updated machine progress micro-interactions.
🏋️
Key Findings
50% wanted recommended lesson plans.
50% felt that the rep count was too fast.
50% felt unprepared because there was no guidance for setting up.
75% felt that "My Gym" page was unclear.
Post-experience-prototyping, I independently made iterations to UX and UI
The team ended the project after conducting experience prototyping, making no further changes. I independently revisited the project to address usability issues and visual inconsistencies that emerged during experience prototyping. I synthesized feedback, re-evaluated the flow, and redesigned the entire interface to improve clarity, cohesion, and user support.
❌ Before: Generic Lesson Plans
Problem: assumed users knew what to choose.
"I was looking for something more straightforward, like, based on effort or for beginners, not muscle groups, because I don’t really know what those are.”
— P2
✅ After: Recommended Plans
Solution:
Recommended workouts based on onboarding and user progress.
Difficulty labels and visible milestones make it easier for beginners to start and stay engaged.
❌ Before: Audio (rep counts)
Problem: Counted reps with fixed pacing made users feel rushed or unsafe.
"What if I am going too fast or too slow? Now, you’re making me keep up with the pace which feels unsafe...If I use a heavier weight I may need to go slower”
— P2
✅ After: Audio (rhythmic pulses)
User retains control over how many reps they want to do, and at what pace.
Solution:
Replaced fixed rep counting, with rhythmic pulses and guidance.
Users move at their own pace while receiving instructional cues; preserves flow & reduces pressure.
Final Designs
Pump’d: a playful way to build confidence at the gym
Onboarding + Curated Profile
Research showed beginner users lacked knowledge or structure in starting a workout. By curating workout plans through onboarding, we reduced decision fatigue and gave users a confident, low-friction starting point.
Tailored Plans Based on Onboarding & Progress
Through onboarding and continued use of Pump’d, users are offered recommended plans tailored to their fitness level.
🧠 Reduce Cognitive Load
"I was looking for something more straightforward, like, based on effort or for beginners, not muscle groups, because I don’t really know what those are. Just tell me what’s easy!" — P2

Starting a Workout
Research showed users felt anxious before workouts, unsure where to start or what to do. By simplifying choices and offering clear entry points, cognitive load is reduced early, to help users feel in control from the start.
Smart & Discreet Quick Start
To support users with varying levels of fitness knowledge, they can search by equipment name, scan NFC tags on machines, or use smart image recognition.
🧠 Reduce Cognitive Load
❤️ Emotional Safety
"I always feel like people are going to be like 'Oh, she's doing something wrong' or like 'She doesn't know what she's doing'…kind of like anxiety" — P4
"I like doing the arms thing and the legs things"
— P3 (referring to a Shoulder Press and Leg Extension)
Guiding User Through Setup
Using audio and visual guidance, users are guided through set up and each set.
🧠 Reduce Cognitive Load
❤️ Emotional Safety
💪 Build Confidence
"The setup matters a lot to me. Knowing how to setup is more than half of like actually doing it correctly." — P1
"Oh woah, wait, wait! I forgot to check and change the weight before starting, and it was set really high by the previous person" — P4
Audio-Guided Workout
By layering rhythmic tempo pulses with supportive audio guidance, we reduced mental friction and helped users stay focused and confident of their form during the exercise.
Assuring Audio Guidance & Tempo
Audio guidance accompanied by tempo pulses take the guesswork out of working out, helping users feel confident and in the flow.
🧠 Reduce Cognitive Load
❤️ Emotional Safety
💪 Build Confidence
"I think the tip about the shoulder blades was very helpful for me, and then after the shoulder blades, everything else kind of clicked." — P1
"Doing it while following your instruction helps. For example, you were like, 'pull it, keep your shoulders straight'. When you said that, I did it; I just followed in real time, and that actually helped me." — P3
Memorable Post-Workout
Support does not end with the workout. By turning progress into visual milestones and reinforcing streaks, we ended sessions on a high note, boosting motivation and encouraging return visits.
Visual & Interactive Progress
Users unlock color customizations for equipment as they complete workouts and gain experience. This turns consistency into tangible milestones and reinforces progress through visible and rewarding feedback.
📈 Memorable Endings via Peak-End Rule
💪 Build Confidence
"I like the feeling of achievement I get, after my workout, from unlocking something." — P1
Motivating Reminders
Micro-interactions that turn routines into milestones and encourage consistency through timely nudges.
💪 Build Confidence
"I want something that would help to motivate me since I'm new to the gym." — P2
"I wanted to do something consistently for a long time and the gym is a good way to prove that." — P3
What I learned & Next Steps
Reflections
In-context use surfaces deeper usability issues
Our initial designs tested well in controlled environments, but experience prototyping in the gym (in context) revealed deeper usability issues. This pushed us to rethink our core interactions.
What did I learn?
Usability issues can surface when users are in a different context, mindset and state. In future projects involving physical experiences, I would experience prototype sooner.
Scalability: designing for non-beginners
To support users with different levels of gym experience, we designed an onboarding flow to assess familiarity and tailor guidance accordingly. However, core features like equipment progression still assumed users were beginners; limiting engagement for more advanced users.
What did I learn?
I would explore how to scale guidance and motivation to stay relevant for diverse user needs and fitness levels.
Future features incorporating intelligence
Due to time constraints, we were unable to fully explore smartwatch integrations or LLM-powered support. In future iterations, we would consider natural language guidance and smartwatch-based-haptics and motion sensors to provide discreet cues to improve pacing and rep count.