Extrinsic Motivation Fitness Alarm


Project Lead / Designer 


Goal Directed Design


Mobile App


June 2018 (2 weeks)


Clean and designed for usability this is a fitness app that motivates the user so they can get things done regardless of procrastination.

Fitlock uses a non stop alarm that will only turn off when the user has completed a set fitness task thus creating Extrinsic Motivation.


Two Week Sprint:
Create an original app idea for the 19-33 year old market and pitch it to stakeholders.

Using the goal directed design approch create a high fidelity prototype and present it to stakeholders

Conduct user testing and iterate on design. Present changes to stakeholders

fitlock phone1


Millions of people aged 19-33* around the world each day want to be fit and healthy but lack the motivation to do so. They have the desire to work, but put off the actual work out.

*19-33 was used to represent the age group of the people studied during this project


Create an app which motivates the user, so the user does not have to rely on internal motivation.


FitLock is an app which allows anyone who lacks motivation to have the drive to get fit. It allows the user to set an alarm that can only be deactivated after the exercise is complete.


Team Overview

  • Members
    Parker Bomar - Lead Designer
  • Theo Davis - Visual Designer
  • Marie Ramsey - Research and UX
My Role

Created idea and conducted presentations

Lead team through Goal Directed Design process

Designed high-fidelity prototype in XD 


Target Audience

19-33 years old*

 Newly out of school

Lack of motivation

Can’t afford trainer

Fitness Industry

Generates more than $80 billion US dollars

Fitness apps are expected to grow 87% faster than other Health apps


People are….

Cutting out gym memberships and personal trainers to trim budgets

Moving away from workouts that require a lot of equipment– yoga, HIIT, body weight


$14.56 Mil.

Calorie Counter 
$8.8 Mil.

$5.78 Mil.

$3.6 Mil.

User Interviews

Purpose: To give us data about the demographics general aptitude and attitude about fitness and fitness apps. this data gave us insight into the goals, motivations, and needs of the users. 
Execution: 15 questions given to random participants in the 19-33 year old age range.
81% - use ftiness apps outdoors
75% - use fitness apps at home
56% - use fitness apps at the gym
50% - have used fitness apps
50% - dissatisfied with fitness apps
43% - use fitness apps to track progress
43% - use fitness apps for accountability
37% - workout regularly 
37% - want to tone
31% - intermediates
31% - novices

Our Users


fitlock persona2
  • Andrew
    “I love working out but can never push myself all the way"
  • Goals:
    1. Push workouts farther
    2. add more leg workouts

  • Frustrations:
    1. Wants to work on legs but hates doing it
    2. Doesn’t push himself enough


fitlock persona1
  • Ashley
    “I want to quit putting off my workout"
  • Goals:
    1. Incorperate fitness into busy lifestyle
    2. Quit saying “Maybe Tomorrow"

  • Frustrations: 
    1. Not enough time for typical fitness 
    2. Life and Family gets in the way
    3. Lack of motivation


fitlock persona3
  • Jasmine
    “I can never get to class on time"
  • Goals:
    1. Get out of bed on time
    2. jump start my day

  • Frustrations:
    1. Drowsy / Low engird 
    2. Spends too much time in bed after alarm



Here is the keypath that shows the main flow that a user might go through in a regular interaction with the app.


Context Scenario 

A day in the life a user

 Ashley came into work early this morning to get a head start on a project she’s been managing. As she’s typing up her report, the song “We Will Rock You” begins blaring from her phone. It’s her FitLock alarm letting her know that it’s time to do her hourly 5-minute workout. She set the alarm to help her get the motivation to accomplish her goal of completing 500 sit-ups in a week. But she really wants to finish her report and send it out. So, she hits the snooze button to postpone her workout. 15 minutes later, she’s finishing up her report, but she no longer has the option to snooze the alarm. She decides to try to ignore it but can’t concentrate and decides to get up. She picks up her phone and opens the app to see that she must do 20 sit ups. She hits the start button and the countdown begins. Once her reps are completed, FitLock displays a congratulatory message letting her know she is done. She then checks her log to view her progress and sees that she is very close to accomplishing her goal for the week. Feeling proud of herself and motivated, she sits back down at her desk and sends out her report.
context 01context 03context 02


Green was chosen as the primary color for the brand because of its association with the outdoors and getting active. 

The app icon is a weight set inside of a lock to reiterate the name of the app and the idea that users will be locked into committing to their fitness goals.

Low Fidelity


Medium Fidelity


High Fidelity 




XD allowed us to easily wireframe and create a prototype that was simple to conduct user tests with.  We were able to iterate and quickly test new designs with minimal effort. 


Interactive Prototype

Below is an interactive & clickable prototype made in Adobe XD


I learned so much during this project and really enjoyed becoming intimate with Goal Directed Design during the 2 week sprint. The challenges we experienced during this class have really helped me understand the process in a new way.  the project taught me  new skills such as project leadership and group communication that I will take forward with me into my future endevors. 

Looking Forward

App design evolves quickly and since the design of FitLock the iPhone X was released and with it new and sleek designs.  Here is a look at what FitLock could look like in 2020

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