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Pace: move at your pace

HealthcareMFA Thesis Project

Pace is an adaptive fitness app that helps college students build movement habits that actually last, grounded in RESET, a UX framework I developed to address why digital health tools lose users after the initial motivation wears off.

Role
Product Builder
Timeline
Mar - Aug 2026
Team
Jolyne Wu
Tools
Figma FigJam Maze Claude Design Claude Code GitHub Vercel
Overview

Impact & outcome

84.25SUS
+36NPS
+1.63UEQ Stimulation

Automatic movement tracking

Pause your goals without feeling guilty

Context

Why do people quit their fitness apps?

College is a high-leverage moment for building habits that can carry into adulthood. Yet research shows that while digital health interventions can increase step counts in the short term, their effects on broader physical activity and sedentary behavior are limited. Meanwhile, a median of 70% of health app users abandon the product within the first 100 days. For my MFA thesis at SCAD, I wanted to understand what happens after the initial motivation fades.

Literature Review

What does the research say about why mHealth tools fail?

Across the literature, three recurring barriers emerged: manual tracking, poorly timed notifications, and limited personalization. Existing tools also tended to focus on extrinsic mechanics such as streaks, points, and leaderboards, without addressing the longer transition toward intrinsic motivation.

Manual effort creates friction

Repeated manual data entry makes physical activity feel like another task.

Notifications can become pressure

Poorly timed or intrusive prompts can accelerate disengagement instead of preventing it.

Static content loses relevance

Fixed workout menus struggle to adapt as users' interests, routines, and circumstances change.

Recovery is largely overlooked

Existing experiences often treat missed days as failure rather than a normal part of life.

The college context is underexplored

Student schedules, academic workload, and disrupted routines create a very different engagement environment.

Competitive analysis reinforced the same gaps

Existing tools or apps rarely adapt to college students’ needs.
The Problem

Current digital health tools designed to support physical activity fail to sustain user engagement, especially for college students, leading to high abandonment rates.

How might we support college students in increasing and sustaining engagement with health tools by designing a low-friction, personalized system?

Primary Research

From broad patterns to lived experiences

I conducted a large-scale survey with 529 responses alongside 10 in-depth interviews to uncover both the situation and its underlying reasons. The findings were clear: students didn’t just require more motivation; they needed a product that could withstand the challenges of real life.

89.7%had already used a digital health tool
33.1%of current tool users were already struggling to maintain engagement
44.6%said losing momentum after missing days made engagement difficult
Insights

481 data points became 5 design opportunities

I coded the interview data from raw observations into 95 initial groups, 22 refined themes, 10 higher-level clusters, and ultimately 5 core insights.

Research insight 1 of 5Research insight 2 of 5Research insight 3 of 5Research insight 4 of 5Research insight 5 of 5
Ideation

RESET: a framework for sustained engagement

I translated the five insights into a UX framework grounded in Self-Determination Theory, shifting the design goal from simply triggering behavior to supporting longer-term motivation.

Connect movement to what users personally value. RESET became the backbone for Pace, giving every major feature a behavioral purpose rather than designing features in isolation. Before designing the product, I translated the framework into 20 feature concepts and tested them with 20 college students familiar with fitness apps. The strongest concepts became the foundation for Pace’s product architecture and feature prioritization.

Design Direction

A fitness app that doesn’t judge you

The visual system reinforces that philosophy through a focused dark interface, high contrast, soft glass-effect cards, smooth motion, and encouraging feedback. The interface should never make users feel behind. It should meet them where they are.

Testing

Every friction point became a design decision

I ran two rounds of unmoderated usability testing with college students who had experience using fitness or health tools. The biggest usability problems weren’t with the overall concept. They were with finding, understanding, and controlling the features. That gave me a very concrete iteration backlog.

01 Expand entry points for recording activity

Recording activity after the iteration, with additional entry pointsRecording activity before the iteration, with a single entry point
Before
After

02 Align mode settings with users’ mental models

Mode settings after the iteration, reorganized around how users think about themMode settings before the iteration
Before
After

03 Make the social experience optional

The social experience after the iteration, now optionalThe social experience before the iteration, presented by default
Before
After
Solution

01 Automatic movement tracking

Pace connects to health data and wearable devices to automatically recognize movement, reducing the need for manual logging. Manual recording remains available as a fallback when automatic detection misses an activity.

Recognize Existing Behavior
Solution

02 Show users what their movement means

Rather than focusing only on generic fitness metrics, Pace connects activity to personal values and goals. The home experience prioritizes what users have already accomplished, helping progress feel cumulative instead of punitive.

Elevate Every Movement
Tie Activity to Personal Context
Solution

03 The right activity for right now

Pace recommends activities based on user preferences and history, with filters for category, duration, level, and equipment. The goal is to keep movement content varied and relevant rather than relying on a static workout library.

Embed Movement in Daily Life
Solution

04 A nudge should feel helpful, not nagging

Users can control when and how Pace reaches out, while the system avoids interrupting active workouts. Notification timing, frequency, and tone are designed around the user’s context and preferences.

Embed Movement in Daily Life
Solution

05 A break shouldn’t erase your progress

Instead of resetting streaks or showing users what they’ve missed, Pace lets users pause their goals during busy periods. The experience adapts expectations without removing support.

Support Recovery Without Penalty
Impact

Across the two rounds, Pace’s overall usability score increased from 81.25 to 84.25 SUS

Did the iterations actually help? I ran a second round with 24 participants using the same seven-task structure. The UEQ results were also benchmarked against a dataset of 21,175 people across 468 studies, giving the experience scores additional context beyond the study sample alone.

84.25System Usability Scale
+36Net Promoter Score
+1.63UEQ Stimulation
Participant feedback 1 of 3Participant feedback 2 of 3Participant feedback 3 of 3

Reflection

The goal was never more steps. It was understanding where people actually are in their relationship with movement, and designing something that helps them move forward from there, at their own pace.

1Sustained engagement is a motivation problem as much as a design problem. The interface only works if it changes why someone wants to move, not just how easy it is to log a workout.
2Meeting users where they already are, like recognizing a walk to class as real activity, builds more trust than asking them to do more from day one.
3A theory-grounded framework like RESET gives the work a shape that outlasts any single feature or app, and something I can carry into future projects.
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© 2026 Jolyne Wu. All rights reserved.
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