A mobile virtual personal training application with a focus on access for all and a global motivational network

Project Overview


TreignMe via CEO Ryan Williams


Personal Fitness/ Fitness Technology

My Role

I led my team of three fellow designers in reaching out to Ryan and designing our User Research plan moving forward. My insight into the world of personal fitness from both the point of view of a personal trainer and client helped define and focus research and elements of the future application's design.

Project Length

Ongoing through one month contracts. Ryan does not wish to lock me in at my current pay rate since we are constantly striving toward finding funding which would mean he could increase my pay.

Tools / Skills

Sketch, Canva, Powerpoint, User Interview, Storyboarding, User Journey, Persona, InVision

Project Status

Due to this project's development in a highly competitive market, Ryan has requested that certain aspects of TreignMe's development process remain confidential. TreignMe's development has evolved from it's initial user research phase into the development of a low fidelity prototype which will serve as an initial template for development of our first functional application to allow real users to provide feedback which will encourage investors to support the project financially. 


The global/online virtual fitness market is supposed to grow 33.1% from 2020-2027, this growth rate was helped along even more by the outbreak of the Covid pandemic forcing gyms and fitness studios around the globe to shut down. Prior to Covid-19, fitness apps reported that only around 7% of users used live streams and only 17% used pre-recorded videos. During the pandemic live stream users shot up to 75% and pre-recorded videos were up to 70% with users.


Workout Widget aims to revolutionize the way people workout with personal trainers as well as their fellow man. Not only will the application be available to all regardless of financial means but its unique features and focus on community support will set in above the competition in a league of its own.



The global/virtual fitness market is already extremely competitive and is only expected to grow in the coming years. With so many options out there for people to chose from, the problem shifts from how to merely be successful, to how to stand out from the pack and provide users with options they are unlikely to find from anyone else. Outlined problems with current fitness applications include:

  • Elite Access Only (overly expensive programs and equipment)

  • Low Quality Streaming 

  • Limited Class Schedules

  • Isolated Workouts

  • Inconsistent Fitness Tracking


  • Workout Widget will provide a fitness application based around the core value that fitness should be affordable for everyone and incorporate exercise alternatives so that users need not be restricted by a lack of expensive equipment when working out.

  • Interview both Personal Trainers as well as trainees who have previously worked out with a virtual personal trainer in order to ensure Workout Widget meets both types of users' needs.

  • A focus on a global fitness community with bring a new level of support and motivation to what has thus far largely been a lonesome endeavor. 


I was brought into the process very early on when TreignMe (formerly Workout Widget) was selected to be a part of Springboard's Industry Design Project program. Initial research and potential user surveys had already been completed. The primary goal was to conduct in depth User Interviews, analyze results gathered, create User Personas, and storyboard a problem/solution flyer to highlight how TreignMe would solve its user's problems. TreignMe's development has continued to evolve as initial research ceased and the focus moved toward creating an MVP which will allow select users to experience the product in its initial stage and hopefully provide feedback that will encourage people to invest financially in TreignMe. 


To visualize findings for stakeholder consumption


Utilizing data gathered from the initial potential user surveys, the next step became conducting primary user interviews of those determined to be the primary users of Workout Widget. After much discussion amongst the team, it was determined that certified personal trainers and people looking for modern and less expensive ways to workout would be the primary demographics using this application. 


Key Takeaways:Trainer Interviews
  • Flexibility of schedule 

  • Ease of use

  • Ability to reach large audience

  • Options to host both live and pre-recorded lessons

  • One on one training capabilities

Key Takeaways:Trainee Interviews
  • Convenience 

  • Cost Efficiency

  • Community (being part of a team) 

  • Motivation

  • Accountability 

  • Inspiration (sharing your workouts between different apps, social media)

  • Ease of use


Initial research culminated in the creation of a powerpoint presentation that could one day be used to pitch the idea of TreignMe to investors. This pitch deck contains much of the information listed above as well as infographics to allow for easy consumption of the ideas presented. 


Following on from the work to define both sides of TreignMe's user base, focus shifted to begin developing a first round MVP to serve as both a clickable prototype for use in user testing with potential users as well as an initial baseline functional application for use by a select number of Aplha testers from the pool of interviews conducted. This split focus will allow the app to be tested in both monitored and unmonitored situations which will provide the team with a vast pool of data the company needs to draw in the investors needed to expand the scope and potential of the project as it moves forward from a minimal viable prototype into its true form. 

TreignMe Prototype
Client Feedback

Ryan Williams

Founder & CEO of TreignMe

June 2021, Ryan was a client of Daniel Boyce

During the course of the project, Springboard Students focused on uncovering real world pain-points facing the online fitness industry today. The students each structured their own questions and hosted their own interviews. The students took it upon themselves to find “interviewee’s” based on predetermined data provided by Workout Widget. Each interview conducted was recorded and analyzed. We then took the compiled data to create 2 persona profiles. From there, we collectively worked as a team to develop “journeys” target customers must undergo. Finally, using we developed a flyer that displayed a grand overview of the most common paint-points, and gave proposed solutions to remedy each of them.

Ready to work right out of the gate! He was a pleasure to work with. Daniel’s background with personal training and passion for fitness served as a foundational reference throughout the course of this project.

Next Steps

Since work started in June of 2021 much work has been done to bring TreignMe from a mere concept to a nearly functional clickable prototype and baseline test application. While the project has taken many great strides forward there is still much left to do in the coming months. 

  1. Outline User Flows of each type of user's "Red Routes".

    1. What are the ideal routes that each user will need to perform to fully utilize the application as it currently exists.

  2. Perform both monitored and unmonitored usability tests of the clickable prototype and baseline application.

    1. The baseline application will be sent out to select Alpha users for unmonitored testing

    2. The low fidelity clickable prototype will be used to conduct monitored usability tests with potential users

  3. Analyze results of the usability tests to define design successes and failures

    1. Use this data to gain financial investors and allow more detailed work to be started​

  4. Design a higher fidelity prototype complete with additional features left out of the baseline model

    1. Allow more users to sign up for the application while also conducting additional monitored usability tests of the added app functionality​