Apocalytic Runner

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Project OverviewResearchDefineDesignTestingPrototoype

Projects Overview

Challenge

Encourage users to run more by making the experience fun and motivating.

Idea

A zombie apocalypse running app where survival depends on maintaining speed and consistency. Users must outrun zombies, collect supplies, and build their base. Slowing down or neglecting their base leads to in-game death and loss of progress, driving continued engagement in a thrilling, game-driven fitness experience.

Approach

Research - Demographics, insights, competitor analyis

Define - User personas, empathy mapping, customer journey, wants & needs, functions & features.

Design - Game mechanics, navigation, mood boards, wireframing, prototyping.

Test - User testing, interviews, critical incidents.

Research

Before jumping into designing the running app, it was crucial to understand the behaviours, motivations, and challenges of potential users. Research played a critical role in defining the target audience, identifying why people run, and uncovering the barriers that stop them.

Who is the audience?

To define the target audience, three key data points were analysed:

  • Age demographics of frequent runners – Identifying the most active running age groups.
  • Age groups using fitness apps – Understanding technology adoption among runners.
  • Age groups engaged in video gaming – Exploring the crossover between gaming and fitness motivation

By combining these insights, the target audience for the app emerged: individuals aged 16 to 40, who actively run, engage with digital fitness tools, and are interested in gaming.

(Data sources: Statista and Our Sporting Life)

Why do people run?

Further research explored why people run, in particular the target age group of 16 – 40. It was found that on average the target audience  ran for weight loss and better mental health.

(Data sources: Sports Shoes)

What stops people running?

It's also important to understand why people stop running, as this project's goal is to increase motivation to run. A survey by SportsShoes found that many people struggle with consistency due to a lack of enjoyment. This insight directly informed the project’s approach, leveraging gamification to make running feel rewarding rather than routine.

(Data sources: Sports Shoes)

Competitor Analysis

To explore how existing apps enhance motivation and engagement in running, a competitor analysis was conducted. This helped identify pain points, strengths, and opportunities to differentiate the app, creating a unique experience.

Two standout apps, Strava and ZRX (formerly Zombies, Run!) provided valuable insights into how runners stay engaged. Strava excels in competitive and community-driven motivation, while ZRX leverages immersive storytelling to transform running into an engaging interactive experience.

Define

After the research stage, the next step was to define the users and app functionality, ensuring the experience aligns with their behaviours and needs. To do this, I stepped into the shoes of the users.

User Personas & Empathy Mapping

Using insights from the research stage, I developed three user personas across the 16-to-40 age range, each representing different motivations.

To further my understanding, I created two empathy maps based on one of these personas. One on a run and after a run, identifying what the user might see, hear, do, and think while using the app. This helped identify potential user gains, such as satisfaction from earning game supplies, as well as pains, like the app distracting from real-world hazards.

Customer Journey Mapping

I also created a Customer Journey Map, detailing the user’s progression across four stages:

  • Awareness – How users discover the app.
  • Consideration – What influences their decision to download.
  • Purchase – The process of committing to regular usage.
  • Service – How users interact with features post-installation.

This analysis highlighted key points critical to the user experience, such as the importance of fitness watch compatibility for quick, on-the-go interactions.

Ideas

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Design

After the audience and project were defined, I began to design and prototype the app.

Game mechanics

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Site map

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Mood boards

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Basic wireframe

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Full wireframe

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Watch screens

Comparing existing research data on fitness app demographics, runner demographics, and video game demographics, a target audience can be found in the age group 16 - 40.

Testing

Approach

Research - Demographics, Incites, Competitors

Define - User personas, Empathy mapping, Customer journey, Want & Needs, Functions & Features.

Design - Game mechanics, Navigation map, Mood boards, Wireframing, Prototyping.

Test - Interview discussions, Critical incidents.

Key takeaways

Research - Demographics, Incites, Competitors

Define - User personas, Empathy mapping, Customer journey, Want & Needs, Functions & Features.

Design - Game mechanics, Navigation map, Mood boards, Wireframing, Prototyping.

Test - Interview discussions, Critical incidents.

Final Prototype

Research - Demographics, Incites, Competitors

Define - User personas, Empathy mapping, Customer journey, Want & Needs, Functions & Features.

Design - Game mechanics, Navigation map, Mood boards, Wireframing, Prototyping.

Test - Interview discussions, Critical incidents.

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