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Designing A Health Tracking Application 
During this project I learned that the desire to live longer, healthier lives is a huge driver of this trend and the expansion of personalised health tracking apps that can help users manage their nutritional data, access recipes or fitness coaches, and, of course, track their own personal results.

Project Overview


Concept project for Planet Organic, a British organic supermarket chain, as part of the UX course at GA.

Task to design a health tracking application.


2 weeks


Marc Molloy, Sarah Henderson and Aleksandra Srna

My Role 

UX / UI Designer


Competitive Analysis, Surveys, Interviews, User Personas, Affinity Mapping, Crazy8's, Rapid Prototyping, Wireframing, Accessible Design, Interface Design, Prototyping, Usability Testing


Sketch App: UX / UI Design

Invision App, Principle App: Rapid Prototyping

Adobe Illustrator: Visual Design

Google Docs: Data from User testing and User Interview

Miro: Collaboration and Presentation Material

Pen and paper: Wireframe

As the first group project, the brief was to design a health tracking app that helps users make better lifestyle choices, that would benefit both the user and help to establish Planet Organic’s brand values in the app market. The brief allowed us to explore the various opportunities within tracking health, as long as it was dependent on our research. 

The Problem

Even though it’s 2020 and we know a lot about health and fitness, a lot of people are still out of shape, many of which are trying really hard to get there. So why are they failing?

Because we’re all different, with unique metabolisms, body shapes and sizes, and habits. All those things affect our physique, and in order to really be healthy, we need to have custom-fit, tailor-made workout routines and diets.

Even though there’s been a lot of talk about personalization in apps, they are usually generic in a way that they try to solve the same problem for a large number of people in the same way due to the uniqueness of our bodies and our lifestyles.

Solution and Goals

To solve the problems above, we created a tool to motivate users to track their nutritional intake while educating the user. By setting goals, the user can easily track their intake with clear statistics of the process with information on nutritional value and benefits.

My Role

I led competitive analysis on educational applications and managed accessibility factors to motivate users into tracking their nutrition that suits their health, goals, and schedule through UI design. 

Lead Scrum at the beginning and the end of the work to share where we are and what we accomplish on the day. This keeps everyone involved and helps to know who is currently working on what task.

My Key Deliverables


  • Ran a screener survey of 44 people and analysed the data to understand user habits, pain points, and successes

  • 5 out of 9 user interviews from a range of age groups and demographics to build up a detailed understanding of how they interacted with tracking apps


  • Used insight and data from the interviews to support the design process

  • Did heuristic evaluations and user testing of all the iterations of our product

  • Created a persona, user journey, user flow and site map to ensure our product stayed focused on the specific needs of the user


  • Created low-fidelity to mid-fidelity wireframes for testing.

  • Ran a number of user testing sessions and iterated my designs from the insights gained.


  • Onboarding to familiarise the user with features within the app

  • Hi-Fidelity wireframes and prototype of the application 

  • User flows and research analysis that demonstrates the functionality of the app 

  • Wireframes and a high fidelity prototype defined and developed entirely from user feedback and testing


My Key Learnings
  • Simplifying the interface that allows users to onboard faster, which was simpler in theory but challenging in execution.

  • The importance of distilling detailed qualitative data into insights that can influence and inform design decisions and layout.

  • How to utilise a wide range of research methodologies to build up a clear picture of how different people experience tracking apps.

  • How to look at a user’s end-to-end journey and identify pain points and potential solutions.

  • Best practice when conducted user testing and how to ensure that personal preferences and biases to not distract a user from giving feedback on a product.

  • How to work in a flat management structure and utilise agile processes to deliver a successful outcome in a collaborative way.


‍As the first group project, we kept the flat management structure throughout the entire 2 weeks which was challenging at times when we had to make decisions. In order to keep the project moving forward, we would take turns to lead and take decisions. It felt naturally for me to dig into accessibility design and I wish i could've spent more time learning how to implement it into the app.

I enjoyed solving the problems that users encountered during the user testing—and observing participants that validated our solutions throughout the process. I learned that by adding educational value and clearly defined and informative steps are instrumental in tracking apps, supporting users with clear guidance towards reaching their goals.

Next Steps
  • Showcase the full range of functionality - i.e more pathways and user flows

  •  Focus more on a copy - incorporating encouragement and positive language

  •  Making the app more fun and engaging - adding emoji reactions, congrats notifications etc.

  •  Expand research to include different groups of community

  •  Use card sorting and other methods used previously for further insights

  •  More accessibility considerations

The Process
***Note - The graphical assets utilised in this Case Study are the collective work of the group as a whole. ***
The Final Product - High Fidelity Prototype

Starting with the informative and educational onboarding, then going through the journey of first adding a goal and then setting the goal target. 

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