RunStreak

RunStreak

RunStreak

As the sole UI/UX designer, I led the end-to-end design of RunStreak — from defining user flows and wireframes to creating high-fidelity UI and an interactive prototype that gamifies the running experience.

ROLE

CLIENT

PROJECT TYPE

TOOLS

Led the end-to-end UX design process, including research, wireframing, prototyping, and user testing for a self-initiated project.

UI/UX Designer

Personal Project

Sketch, Figma

RunStreak

RunStreak

RunStreak

RunStreak

RunStreak

As the sole UI/UX designer, I led the end-to-end design of RunStreak — from defining user flows and wireframes to creating high-fidelity UI and an interactive prototype that gamifies the running experience.

ROLE

CLIENT

PROJECT TYPE

TOOLS

Led the end-to-end UX design process, including research, wireframing, prototyping, and user testing for a self-initiated project.

UI/UX Designer

Personal Project

Sketch, Figma

The Challenge

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

The Challenge

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

The Challenge

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

I explored popular fitness apps and noticed:


  • Heavy focus on metrics, low focus on engagement

  • Few apps combined running, habit streaks, and personalized plans

  • Gamification (streaks, challenges) can significantly boost daily engagement

Research & Insight

I explored popular fitness apps and noticed:


  • Heavy focus on metrics, low focus on engagement

  • Few apps combined running, habit streaks, and personalized plans

  • Gamification (streaks, challenges) can significantly boost daily engagement

Research & Insight

I explored popular fitness apps and noticed:


  • Heavy focus on metrics, low focus on engagement

  • Few apps combined running, habit streaks, and personalized plans

  • Gamification (streaks, challenges) can significantly boost daily engagement

Research & Insight

RunStreak

RunStreak

As the sole UI/UX designer, I led the end-to-end design of RunStreak — from defining user flows and wireframes to creating high-fidelity UI and an interactive prototype that gamifies the running experience.

ROLE

CLIENT

PROJECT TYPE

TOOLS

Led the end-to-end UX design process, including research, wireframing, prototyping, and user testing for a self-initiated project.

UI/UX Designer

Sketch, Figma

Personal Project

The Challenge

Many running apps focus on stats and data, which can feel overwhelming or dry, especially for runners who crave motivation, community, and variety. The challenge was to design an app that makes habit tracking fun, adds social features, and helps users build healthier running habits through tailored plans.

Research & Insight

I explored popular fitness apps and noticed:


  • Heavy focus on metrics, low focus on engagement

  • Few apps combined running, habit streaks, and personalized plans

  • Gamification (streaks, challenges) can significantly boost daily engagement

Design Process


  1. Ideation & Sketches:
    Explored layouts for the home dashboard, streak tracker, and social features like Verses.

  2. Wireframes:
    Outlined core screens: daily check-in, streak history, workout library, and Verses challenge.

  3. High-Fidelity UI:
    Crafted a bold, energetic visual style to inspire daily use and highlight key features.

Key Features & Final Design


  • Streak Visuals: Daily run streaks visualized to keep users motivated.

  • Verses: Social feature where users challenge friends to keep streaks alive.

  • Tailored Plans: Personalized workouts and meal suggestions to support running goals.

  • Clean, bold UI: Balanced clarity with a fun, energetic feel.

Key Features & Final Design


  • Streak Visuals: Daily run streaks visualized to keep users motivated.

  • Verses: Social feature where users challenge friends to keep streaks alive.

  • Tailored Plans: Personalized workouts and meal suggestions to support running goals.

  • Clean, bold UI: Balanced clarity with a fun, energetic feel.

Design Process


  1. Ideation & Sketches:
    Explored layouts for the home dashboard, streak tracker, and social features like Verses.

  2. Wireframes:
    Outlined core screens: daily check-in, streak history, workout library, and Verses challenge.

  3. High-Fidelity UI:
    Crafted a bold, energetic visual style to inspire daily use and highlight key features.

Design Process


  1. Ideation & Sketches:
    Explored layouts for the home dashboard, streak tracker, and social features like Verses.

  2. Wireframes:
    Outlined core screens: daily check-in, streak history, workout library, and Verses challenge.

  3. High-Fidelity UI:
    Crafted a bold, energetic visual style to inspire daily use and highlight key features.

Key Features & Final Design


  • Streak Visuals: Daily run streaks visualized to keep users motivated.

  • Verses: Social feature where users challenge friends to keep streaks alive.

  • Tailored Plans: Personalized workouts and meal suggestions to support running goals.

  • Clean, bold UI: Balanced clarity with a fun, energetic feel.

Design Process


  1. Ideation & Sketches:
    Explored layouts for the home dashboard, streak tracker, and social features like Verses.

  2. Wireframes:
    Outlined core screens: daily check-in, streak history, workout library, and Verses challenge.

  3. High-Fidelity UI:
    Crafted a bold, energetic visual style to inspire daily use and highlight key features.

Wireframes

To define the wireframes, I first conducted user research to understand key needs, pain points, and behaviors. Then, I structured the information architecture and sketched low-fidelity layouts to explore different design solutions. Using Figma, I refined these into interactive wireframes, testing and iterating based on user feedback to ensure a seamless experience.

Low-Fidelity Prototype

Low-Fidelity Prototype

Outcome & Reflection

RunStreak offers a playful yet practical experience to help runners build consistent habits.
Through this project, I learned:

  • The importance of designing components first before full screens

  • How timelines improve productivity and focus

  • To finalize user flows and structure before polishing visuals

Next time, I’d space out my design process more strategically and work on overall usability before detailed visuals.

Outcome & Reflection

RunStreak offers a playful yet practical experience to help runners build consistent habits.
Through this project, I learned:

  • The importance of designing components first before full screens

  • How timelines improve productivity and focus

  • To finalize user flows and structure before polishing visuals

Next time, I’d space out my design process more strategically and work on overall usability before detailed visuals.

Outcome & Reflection

RunStreak offers a playful yet practical experience to help runners build consistent habits.
Through this project, I learned:

  • The importance of designing components first before full screens

  • How timelines improve productivity and focus

  • To finalize user flows and structure before polishing visuals

Next time, I’d space out my design process more strategically and work on overall usability before detailed visuals.

Nate Workneh ⏤ 2025

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