top of page

Fit4All

Designing an inclusive, gamified fitness experience for people with mobility impairments

Role: Lead UX / Gamification Designer
Timeline: 4 weeks
Platform: Mobile (IOS)
Focus Areas: accessibility, gamification, inclusive design

fit4allad.png
Project Objective
The Problem

People with mobility impairments are often excluded from mainstream fitness apps, which prioritize able-bodied movement, competitive metrics, and non-adaptive workouts.

Why it Matters
  • Fitness apps rarely adapt to disabilities, injuries, or assistive needs

  • Users feel discouraged, unsafe, or unsupported

  • Motivation drops when systems aren’t built for diverse bodies

"How might we redesign the fitness experience for users with mobility impairments, moving toward inclusive design, with health-focused gamification?"

User Personas

Context: Wheelchair user, works from home
Need: Adaptive, seated workouts with voice control
Pain Point: Apps assume standing/full mobility
Accessibility Must: Preset accessibility mode + hands-free controls

Persona 1: Mobility Impaired

Context: Recovering from a knee injury
Need: Safe, adaptive intensity progression
Pain Point: Fear of re-injury from generic workouts
Accessibility Must: AI-adjusted workouts + SOS safety support

Persona 2: Recovering from Injury

Context: Reduced mobility, exercises at home
Need: Simple, low-impact guidance
Pain Point: Overwhelming interfaces and small text
Accessibility Must: Large UI, voice guidance, saved presets

Persona 3: Older Adult
Research & Design Foundations
Design Principles

Autonomy

Users set goals at their own pace.

  • Flexible workout scheduling

  • Accessibility presets chosen by users, not forced

  • Optional progress tracking (no mandatory streaks)

Competence

Progress feels achievable, not punitive.

  • Adaptive workout intensity

  • Effort-based feedback instead of performance comparison

  • Success defined by consistency and participation

Relatedness

Social systems encourage support, not shame.

  • Non-competitive encouragement cues

  • Community features framed around shared effort

  • Language avoids ranking, streak loss, or failure states

Research Foundations

Self-Determination Theory

  • Supports motivation through autonomy, competence, and relatedness

  • Informed Fit4All’s focus on choice, achievable progress, and emotional safety

Meaningful Gamification (Nicholson's RECIPE Framework)

  • Prioritizes intrinsic motivation over extrinsic rewards

  • Guided the removal of punitive mechanics (e.g., streak loss, leaderboards)

Core Experience Walkthrough
Screenshot 2026-01-16 at 4.08_edited.png
Screenshot 2026-01-16 at 4.12_edited.png
Screenshot 2026-01-16 at 4.13_edited.png
Gamification & Accessibility

Points: Rewards participation and consistency, not intensity or speed.

Levels: Users progress independently within each activity to prevent injury and reduce pressure.

Achievements: Badges support different motivations (consistency, exploration, social connection).

Leaderboard: Encourages participation through supportive, non-punitive ranking.

Gamified Elements

  • Adaptive workout constraints

  • Assistive AI (FitBuddy)

  • Preset + customizable accessibility modes

  • Clear visual hierarchy & contrast

Accessibility Features

Conclusion

What Worked

  • Inclusive framing resonated strongly

  • Gamification balanced motivation + safety

  • Users weren’t punished for limitations

Future Improvements

  • Usability testing with disabled users

  • Real-world trainer integration

  • Longitudinal motivation tracking

Fit4All taught me that inclusive design isn’t about adding accessibility at the end; it requires rethinking motivation, progress, and success from the start.

bottom of page