//NERO

An ideation of an AI-assisted fitness goal planner for workout and meal preparation, adaptive to specific user needs, wants, and conditions.

An ideation of an AI-assisted fitness goal planner for workout and meal preparation, adaptive to specific user needs, wants, and conditions.

SERVICE AND OFFER

UI/UX Design

UI/UX Design

Product Design

Product Design

PROJECT DURATION

4/2025 - 7/2025

4/2025 - 7/2025

MY ROLES

Lead UX Designer, UI Designer, UX Researcher

Lead UX Designer, UI Designer,
UX Researcher

Lead UX Designer, UI Designer, UX Researcher

01PROBLEM & SOLUTIONS

01PROBLEM & SOLUTIONS

NERO looks to provide the essential guidance needed for users to create their own fitness environment, by filling the gaps of uncertainty users might have.

NERO looks to provide the essential guidance needed for users to create their own fitness environment, by filling the gaps of uncertainty users might have.

WHY IS IT EFFECTIVE?

WHY IS IT EFFECTIVE?

  • Generative capabilities of AI create flexible and personalized workout plans, simply put, for users who don't know where to start.

  • Generative capabilities of AI create flexible and personalized workout plans, simply put, for users who don't know where to start.

  • Takes limitations into consideration, such as injuries or time restrictions.

  • Takes limitations into consideration, such as injuries or time restrictions.

  • Transparency on data and analysis helps users build momentum on why their workout is effective.

  • Transparency on data and analysis helps users build momentum on why their workout is effective.

02AUDIENCE

02AUDIENCE

NERO's primary audience consists of a large age gap, that can range from 14-35 years old. It targets users that are inexperienced with the fitness space but wants to achieve their own personal goals. From this, a selective group that has these criteria will be helping me test the product.

NERO's primary audience consists of a large age gap, that can range from 14-35 years old. It targets users that are inexperienced with the fitness space but wants to achieve their own personal goals. From this, a selective group that has these criteria will be helping me test the product.

PERSONA

PERSONA

Ultimately, the potential user is someone who has no proper guidance, but wants to build confidence to reach their fitness objective. Below, this persona captures the user group, rounding up all of their most-likely needs and challenges.

Ultimately, the potential user is someone who has no proper guidance, but wants to build confidence to reach their fitness objective. Below, this persona captures the user group, rounding up all of their most-likely needs and challenges.

03DESIGN

03DESIGN

ARCHITECTURE

ARCHITECTURE

The onboarding process briefly prompts users to provide information about their health for more accurate results later on.

The onboarding process briefly prompts users to provide information about their health for more accurate results later on.

WIREFRAMES

WIREFRAMES

ITERATION

ITERATION

From the wireframes to the high-fidelity prototype, user testing was performed to gather insights which are reflected in the mockup.

From the wireframes to the high-fidelity prototype, user testing was performed to gather insights which are reflected in the mockup.

The insights gathered were:

The insights gathered were:

  • Users weren't sure where to begin when asking NERO to create plans. For the prototype, they didn't have to, but it showed a potential mental block. Therefore, a button that provides an example plan helps give them ideas.

  • Users weren't sure where to begin when asking NERO to create plans. For the prototype, they didn't have to, but it showed a potential mental block. Therefore, a button that provides an example plan helps give them ideas.

  • Users questioned the ease of changing/updating plans, and wondered how to do so. A button was added in the chat bar to make importing plans intuitive.

  • Users questioned the ease of changing/updating plans, and wondered how to do so. A button was added in the chat bar to make importing plans intuitive.

PROTOTYPE

PROTOTYPE

04USER CONSIDERATIONS & PSYCHOLOGY

04USER CONSIDERATIONS & PSYCHOLOGY

NERO pushes for a self-initiative and consistent approach for every user. It assists users with necessary information needed to become dedicated and self-dependable towards following a goal. This section is a rather lengthy, but goes deeper into how I design for accountability and motivation.

NERO pushes for a self-initiative and consistent approach for every user. It assists users with necessary information needed to become dedicated and self-dependable towards following a goal. This section is a rather lengthy, but goes deeper into how I design for accountability and motivation.

FOCAL POINT

FOCAL POINT

The app focuses on designing for the 3 theoretical psychological needs known as autonomy, relatedness, and competence, also known as the self-determination theory. When these needs are met, motivation is heightened, which I believe is particularly important here.

The app focuses on designing for the 3 theoretical psychological needs known as autonomy, relatedness, and competence, also known as the self-determination theory. When these needs are met, motivation is heightened, which I believe is particularly important for NERO.

AUTONOMY

AUTONOMY

Designing for autonomy, means allowing users to have control over the "ownership" of a plan, while not being limited to a single path. Post-creation editing boosts autonomy, which is usually done when new user needs are needed to be met. For example, a recent injury, a new preference, or a changed deadline can be causes for plan revision, which can be done swiftly.

Designing for autonomy, means allowing users to have control over the "ownership" of a plan, while not being limited to a single path. Post-creation editing boosts autonomy, which is usually done when new user needs are needed to be met. For example, a recent injury, a new preference, or a changed deadline can be causes for plan revision, which can be done swiftly.

RELATEDNESS

RELATEDNESS

In the context of NERO, relatedness refers to being understood as a user, by a design that shows it can understand users. A bad example could be using many negative cues which demotivates the user because they skipped a day. Some situations are uncontrollable, so leaving the user with thoughts like "I've already missed a day, maybe this won't work out after all" is harmful. A better example can be highlighting improvements to get them back on track. This provides motivation, showing the app understands the user even in setbacks.

In the context of NERO, relatedness refers to being understood as a user, by a design that shows it can understand users. A bad example could be using many negative cues which demotivates the user because they skipped a day. Some situations are uncontrollable, so leaving the user with thoughts like "I've already missed a day, maybe this won't work out after all" is harmful. A better example can be highlighting improvements to get them back on track. This provides motivation, showing the app understands the user even in setbacks.

COMPETENCE

COMPETENCE

Competence is a measure of our own "capability", measured by how well we perform a task in relation to the effort put in. Though, I believe the highest feelings of competence stems from understanding how and why a task was done, rather than just completing it. Therefore, the results page is designed for reinforcing understanding. Data, whether biological or quantitative of a user's finished workout, can help them discover why their workout was successful.

Competence is a measure of our own "capability", measured by how well we perform a task in relation to the effort put in. Though, I believe the highest feelings of competence stems from understanding how and why a task was done, rather than just completing it. Therefore, the results page is designed for reinforcing understanding. Data, whether biological or quantitative of a user's finished workout, can help them discover why their workout was successful.