Product design intern at Freeletics
I led design at the wearables team to
launch on-device workout completion.
Problem
Apple Watch users had to go on their phone to log a session and give workout feedback.
Workout
Feedback
Next set
Feedback
Opportunity
Initially scoped as a straightforward adaptation of the existing mobile flow in collaboration with the PM.
Research
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.
Key Insight
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.
Reframe
The feedback flow had to be redesigned for a form factor used while fatigued, moving, and low on attention.
Solution
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,.
Implementation
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.
Impact
Run engagement
↑20%
Interaction steps
↓90%
↑
Apple Watch retention among active runners
What I learned:
Real-world context is everything in wearables interaction design.