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Skill Unlock — iOS App

iOS App

Skill Unlock — iOS App

Company

Personal

Timeframe

2026

Role

Product Design

A self-directed iOS project built end to end — from user research and personas through to a working prototype. The product is a calisthenics trainer with an unlock-based progression for hard skills like Planche, Front Lever, and Handstand.

Concept

An app focused on training high-difficulty calisthenics skills, designed around gamification — complete the challenge, unlock the achievement.

Full Planche — horizontal straight-arm hold
Human Flag — sideways body hold on a vertical pole

User Personas

Two target users anchor the product. Aarav, 16, a student in India who found calisthenics through Instagram Reels and YouTube Shorts — limited budget, low-end phone, no idea where to start. Marcus, 26, a US freelancer with prior training experience — wants harder skills like muscle-ups and handstand push-ups, but his schedule is irregular and he keeps progressing in the wrong order, risking injury. Together they frame the brief: the app has to be light, beginner-safe, and flexible enough for unpredictable lives.

Skill Unlock — Primary persona
Skill Unlock — Secondary persona

Problem Statements

Two concrete needs drop out of the personas. Aarav needs an app that stays light on low-end hardware and surfaces no-equipment exercises by default, because he can't afford a gym setup or a new phone. Marcus needs a routine that bends to his physical state and to whichever hours his freelance week leaves him, not a fixed weekly plan.

Skill Unlock — Problem statements distilled from user interviews

IF / THEN Hypotheses

Based on the problems, three hypotheses: • Users need a lightweight app. • Training schedule must be flexible. • Exercises must fit each user's physical condition.

Skill Unlock — IF / THEN hypothesis matrix

Market Research

Most current fitness apps focus on basic exercises aimed at weight loss or general health. No existing app goes deep on training high-difficulty, specialized calisthenics moves that require dedicated exercises. Where these apps do well: real-person video demonstrations for every movement, and streak-tracking features that record consecutive training days to keep users coming back.

Nike Training Club
Freeletics
Madbarz
Thenx
Home Workout — No Equipments
Street Workout App
Fitness Coach — Workout Plan
Thenix Pro

Solution

• Sprite sheets to keep app size small. • Rep counts are adjustable on every exercise to fit each person's condition. • Exercises split into two groups: supporting exercises and skill-specific exercises. Skill-specific exercises are divided into stages of increasing difficulty, each with a clear requirement. Users can move to the next stage themselves when they feel ready. • Each skill lists its prerequisite requirements so users can self-assess their readiness.

Skill Unlock — Exercise sprite sheet
Skill Unlock — Skill progression reference

User Flow

One loop, with a fork. Open app → Home → choose what to train. If the user already has a skill selected, jump straight into the skill detail screen. Otherwise route through the skill list first. From skill detail → Start training → Training screen → Finish screen, then back to Home. The fork is the important part: returning users skip the picker entirely and get to training in one tap.

Skill Unlock — End-to-end user flow

Information Architecture

Mapping every screen and how they connect — three top-level destinations (Homepage, Level screen, Setting screen) branching into the supporting flows: current plan, streak, news on home; skill and exercise details leading into the training-rest-finish loop on level; process, notifications, rating and bug reporting on settings.

Skill Unlock — Information architecture map

Wireframes

• Two exercise layouts: supporting exercises and stage-divided skill exercises. • Home screen. • Training screen, rest screen, and finished screen.

Skill Unlock — Low-fidelity wireframes

Prototype & UI

Once the wireframes felt solid the project moved into high-fidelity UI: guided exercise instructions, multi-stage skill breakdowns, user-controlled pacing, tiered difficulty, session-by-session progress tracking, and the unlock loop that ties the whole thing together. Dark and light themes share a single token system so the visual identity stays consistent across every screen.

Skill Unlock — Exercise detail, training timer, and rest screens
Skill Unlock — Home, Skill progression, Profile screens
Skill Unlock — Dark and Light theme
Skill Unlock — Achievement badges, locked vs completed
Skill Unlock — Skill detail screen
Skill Unlock — Home screen

Summary

The MVP is complete and ready for testing and real use. A few features are already being planned for later releases: more exercise variations, a list of conquered achievements, and user-to-user connection.