UX Design · Runna · Speculative project

Progress Pulse for Runna

Most beginner runners quit by week 4 — not because the plan is wrong, but because progress feels invisible. Runna captures all the data a beginner needs to feel themselves improving. It just never tells them.

Speculative — passion project
Health & FitnessMobile AppConceptData VizBehavioural Design

My Role

Product Designer

Subscribers

1M+ Runners

Funding Raised

$10.3M

Retention Goal

Beginner LTV


Business context

Runna is a venture-backed running coaching app that has raised $10.3M in funding, including a £5M Series A led by JamJar Investments — the fund behind Innocent Drinks. It operates on a pure subscription model with no advertising revenue, which means every user who cancels is a direct hit to LTV.

Following Series A, Runna's priority shifted from survival to scaling. Retaining beginners past their first training block became a critical commercial lever — and the product wasn't designed for it.

$10.3M

Total VC funding raised since 2021

£5M

Series A led by JamJar Investments

~£15/mo

Premium subscription — no ads, pure retention play


The problem

Data exists. Felt progress doesn't.

Runna has pace data, heart rate trends, distance history, and run completion records. A human coach would look at those numbers after four weeks and say: "you're running the same distance at a lower heart rate — that's real fitness." Runna shows the numbers and moves on.

Week 4is the highest dropout point — evidenced across 20 sources of real user research. The app offers nothing emotionally at this moment.

This isn't a data problem. It's a communication design problem — and it's happening at exactly the moment when a beginner most needs to feel that continuing is worth it.

YouTube comments

Review videos and Runna walkthroughs — individual voices, unfiltered reactions

Reddit threads

r/runna and r/AdvancedRunning — community discussions about experience and dropout

Trustpilot reviews

1-star and 5-star reviews — emotional extremes where insight lives


Design brief

How Might We

I generated six HMW statements from the research clusters and pressure-tested each against user pain intensity, design surface richness, and market novelty. The strongest combined the progress visibility and missed run themes. Then I refined it to include the business goal and technical constraints that make it actionable in a real product team.

Original· AI suggested

How might Runna make progress feel real and continuous for beginners in their first 8 weeks — especially when they miss a run or fall behind?

Refined· my additions

How might Runna reduce week 4 churn by making progress visible to beginners — using only data already captured — without adding complexity to the core plan experience?


From brief to screens

How I got from the HMW to three touchpoints

Before sketching anything I mapped three territories the brief could live in, chose the one with the richest design surface and most direct connection to the retention goal, then used the emotional journey map to identify the three specific moments the app was failing. Those moments became the touchpoints.

01

Three territories mapped

Progress visualisation · Missed run response · Weekly coaching recap

Explored before any screens were drawn

02

Territory 1 chosen

Richest design surface. Most direct connection to the churn goal. Data already exists in the product.

Missed run response logged as v2 scope

03

Journey map → 3 moments

Week 1 run 1 · Post-run screen · Week 4 home screen

Each moment became one touchpoint

Ruled out at scoping:

AI-generated messagesSleep / recovery dataSocial comparisonNew navigation tab

Each ruled out to keep engineering cost realistic and protect the product's core strength — simplicity.



The solution

Progress Pulse — 3 touchpoints

A lightweight progress layer inside Runna's existing UI. No new navigation. No new data sources. Designed to feel native to the product — not bolted on.

  • 01Baseline snapshotFires once after run 1. Captures pace, distance and heart rate as the anchor. Three design variations — each driven by a different behavioural bias.
  • 02Post-run milestone momentTriggers when the app detects a personal best or significant improvement. Surfaces the insight the runner couldn't have noticed themselves.
  • 03Weekly progress cardLives on the home screen in the existing My Insights slot. Updates each week. Designed specifically for week 4 — the highest dropout point.

Deliberately out of scope

AI-generated messagesSleep / recovery dataSocial comparison features

Each ruled out to keep engineering cost realistic and protect the product's core strength — simplicity.

Section 02

Understanding Runna

Before designing anything, I audited the existing product — its visual system, interaction patterns, and what it already does well. Designing within the system rather than on top of it was a non-negotiable constraint.

What Runna does well

Honest strengths

A good audit isn't a list of problems. Runna has genuine strengths — and understanding them was essential to designing a feature that respects the product rather than fighting it.

Structure removes decision fatigue

"I love it because I am a newbie and don't know what a good running plan needs." Beginners repeatedly cited the plan structure as the primary reason they stayed. Any new feature must protect this simplicity.

Watch sync is genuinely frictionless

"Workouts syncing right to my watch has really been the main reason I've been continuing." The data pipeline is already there — Progress Pulse just uses it differently.

Coaching language is warm and specific

Ben Parker's pre-run briefings set a tone most fitness apps don't have. Progress Pulse was designed to extend this voice, not introduce a new one.


The gap identified

One clear problem statement

After auditing the UI and synthesising the research, the gap wasn't about missing features. It was about a missing translation layer between data and feeling.

Runna collects all the data a beginner needs to feel progress — but never translates it into felt improvement.

The app has pace data, heart rate trends, distance history, and completion records. A human coach would look at those numbers and say "you're running the same distance at a lower heart rate than four weeks ago — that's real fitness." Runna shows the numbers and moves on. This isn't a data problem. It's a communication design problem — and it's happening at exactly the moment when a beginner most needs to feel that continuing is worth it.

Evidenced by

Theme 2 — progress invisible until race day

Confirmed by

Journey map — week 4 emotional gap

Reinforced by

Theme 4 — AI claim vs algorithm reality


Competitive landscape

How competitors handle progress & motivation

Before designing anything, I mapped how Runna's four closest competitors handle progress visualisation and motivational design for beginner runners. The pattern is consistent: the market is good at tracking. Nobody is good at translating.

Sources: app store listings, independent reviews (2025–2026), Strava product announcements, Garmin Coach documentation.

Runna

£15.99/mo

Nike Run Club

Free

Garmin Coach

Free (watch req.)

Strava

Free / £6.99/mo

Target user

Structured plan runners

Casual / beginner

Data-driven / watch owners

All levels, social

Baseline capture on first run

✗ NoGap: Progress Pulse addresses this directly
✗ No
✗ No
✗ No

Week-on-week pace trend

Partial
✗ No
✓ Yes
✓ Yes

Progress vs personal starting point

✗ NoGap: no 'you vs week 1' view
✗ No
Partial
✗ No

Milestone detection & celebration

✗ NoGap: no post-run milestone screen
✓ Yes
✓ Yes
✓ Yes

Post-run celebration screen

✗ NoGap: returns directly to home
✓ Yes
✓ Yes
✓ Yes
Present
Partial
Absent

The white space

Across all four apps, not one translates raw data into felt progress for a beginner. Strava has the richest data set but requires running knowledge to interpret it. Garmin Coach has the most sophisticated tracking but surfaces it as numbers, not narrative. Nike Run Club celebrates milestones well but has no structured plan context to make them meaningful. Runna has the plan data, the coaching voice, and the watch integration — it's missing only the translation layer. That's the market gap Progress Pulse is designed to close.


Research limitations

If I had done primary research

This project was built on secondary research — 20 sources across YouTube, Reddit and Trustpilot. For a speculative portfolio project that is a legitimate approach. In a real product context I would have validated the insight clusters against primary data before designing anything.

Research limitation acknowledged. Secondary research identifies patterns at scale but misses the emotional texture of individual experience. A real product team would follow this synthesis with 6 to 8 user interviews to pressure-test the insight clusters before committing to a design direction.


The 5 questions I would have asked

Tap any question to see the research rationale behind it


What I would have done with the answers

Four things primary research would have changed

Validate or invalidate the 5 insight clusters

Checking whether themes from secondary research held up in individual conversations — or were platform-specific noise.

Pressure-test the week 4 dropout hypothesis

Asking about specific moments rather than assuming the secondary data pattern holds universally across all users.

Map what feeling fitter means to a beginner

Q1 and Q5 together reveal whether the problem is invisible progress or undefined progress. The design response to each is different.

Identify the right tone for coaching language

Q1 and Q2 surface whether users want warmth, expertise, or just clarity. Getting this wrong undermines the whole feature.


Section 04 · Part 2

AI prompt documentation

Three prompts that did the most work in this project. For each one: the exact prompt used, what the AI returned, and — most importantly — what I kept, what I changed, and why. That last column is where design judgement lives.

Example promptPrompt 02 · HMW generation

What a well-structured design prompt looks like

Each prompt I wrote had four parts: context, task, format constraints, and a final instruction. This structure produced consistently more useful output than open-ended questions.

Context: I have 5 insight clusters from Runna user research. The app's core problem is that beginners can't feel themselves improving and quit around week 4.
Task: Generate one HMW statement per insight cluster. Each should be specific enough to design against — not "improve motivation" but a concrete user moment.
Then: For each HMW, score it on three criteria:
— User pain intensity (1–5)
— Design surface richness (1–5) [how much is there to actually design?]
— Market novelty (1–5) [how poorly do competitors solve this?]
Finally: Recommend the strongest HMW and explain your reasoning.

Why this structure works

Context first

Gives the AI the problem frame before it generates anything. Without it, output defaults to generic fitness app thinking.

Concrete constraints

"Specific enough to design against" rules out vague statements before the AI writes a single one.

Scoring criteria

Forces a framework onto the output so I can compare options objectively rather than going with whatever feels right.

Explicit recommendation

Asking AI to commit to a recommendation surfaces its reasoning — which I can then challenge or build on.


All three prompts — expanded


What I learned

4 principles for using AI in a design process

Drawn from what actually worked — and what didn't — across the full project.

  • AI is good at breadth, weak at depth: It surfaces options quickly but the design specificity — what the screen actually says, shows, and feels like — has to come from you.
  • Constraints in prompts produce better output: "Generate themes" produces generic output. "Generate themes, flag anything appearing in fewer than 3 sources as weak signal" produces something you can trust.
  • Always add the dimension AI misses: In research: specificity. In HMWs: business goals. In design directions: the actual screen decisions. AI optimises for what you ask — you have to ask for what matters.
  • Document the rejection, not just the acceptance: What you didn't use from the AI output — and why — is as important as what you kept. It proves taste and judgement, not just speed.

Section 04 · Part 3

User flow — where Progress Pulse lives

One of the first decisions I made was to design within Runna's existing navigation rather than introduce new screens or tabs. This flow shows exactly where each of the three touchpoints interrupts or extends the existing user journey — and why each placement was deliberate.

New touchpoints (Progress Pulse)
Existing Runna screens

Onboarding complete

Home screen — week 1

Workout detail screen

Run recorded

Touchpoint 1

Baseline snapshot

First run only · captures starting point

Week 1, run 1

Home screen — week 2+

Workout detail screen

Milestone triggered?

Run recorded

week loop

yes

Touchpoint 2

Post-run moment

Every run · milestone triggered

Every run

Home screen

My progress card visible

Touchpoint 3

Weekly progress card

End of each week · coaching summary

End of week

Why each touchpoint is placed where it is

  • Touchpoint 1 fires immediately after run 1 — not on the home screen because a baseline needs to feel like a moment, not a setting. Interrupting the return-to-home flow creates the emotional weight the data capture deserves.
  • Touchpoint 2 replaces the empty post-run screen — Runna currently returns straight to home after a completed workout. This is the single biggest missed moment in the product. Progress Pulse occupies it without adding new navigation.
  • Touchpoint 3 lives in the existing 'My Insights' slot on the home screen — that section already exists but is empty for new users in week 1. Progress Pulse fills it without requiring a new tab or navigation item. Designing within the existing structure was a hard constraint.

Section 04 · Part 4

Behavioural science — three design directions

Rather than iterating on aesthetics, I used behavioural science to generate three structurally distinct directions for the baseline snapshot screen — each driven by a different cognitive bias from thedecisionlab.com/biases. The goal was artificial divergence: making sure I was choosing a direction, not defaulting to the first idea.


The three variations

V1Narrative biasReplace with Figma export
V1Narrative bias

People stay motivated when they see themselves as the hero of a story. The screen opens with 'Chapter 1 of 11' — locked future chapters create narrative tension that makes quitting feel like closing a book mid-chapter.

Begin chapter 2 →

V2Anchoring biasReplace with Figma export
V2Anchoring bias

The first number seen becomes the reference point for everything after. A single 80px pace value dominates the screen — burned into memory so every faster future run feels like a personal win.

Lock it in →

V3Endowment effectReplace with Figma export
V3Endowment effect

People value things more once they feel ownership over them. Data capture is reframed as acquisition — 'Yours forever', 'Never deleted', 'Locked in' — making the user reluctant to abandon something that now belongs to them.

Lock it in →


My recommendation

Recommended·V2 — Anchoring bias

The anchoring screen is the strongest for Runna's specific context — a premium, data-rich product used by beginners who need confidence, not a story.

  • It does the most work without requiring reading — the 80px pace number anchors the user before they've processed a single word. V1 requires reading the chapter framing to land. V2 lands in under a second.
  • It directly supports the retention goal — anchoring creates an involuntary reference point. Every time the user checks their pace, they compare it to 6:58 without the app prompting them. That's passive retention — exactly what a subscription product needs.
  • V3's best ideas are absorbed into V2 — 'Yours forever' and 'Michael's baseline — Never deleted' from the endowment effect variation layer directly onto V2. In production I'd ship the merged version.

Why not the others

V1 — Narrative bias

The chapter metaphor requires the rest of the app to sustain it. If week 2 doesn't feel like chapter 2, the promise breaks — too large a scope change for a single feature.

V3 — Endowment effect

Strongest as a language layer, weakest as a standalone layout. Its best ideas ('Yours forever', 'Locked in') are absorbed into the V2 recommendation.


The solution

Three directions, three cognitive biases

Rather than iterating on aesthetics, I used behavioural science to generate three structurally distinct screen directions — each anchored to a different cognitive bias — to force genuine divergence and ensure I was making a deliberate design choice rather than defaulting to the first idea.

One leans on narrative bias, framing the journey as an unfolding story the user doesn't want to leave unfinished; another uses anchoring bias, leading with a single dominant number that becomes the benchmark every future run is measured against; the third applies the endowment effect, reframing data capture as personal ownership so users feel reluctant to walk away from something that already feels theirs.

Three screen directions exploring narrative bias, anchoring bias, and the endowment effect