Joel D'Silva
Insane AI fitness product screens

Case study / 2023

Insane AI

Rethinking fitness, systems for engagement.

Team

Design lead & project manager

Brand designer

UX researcher

Background

Insane AI combines social fitness, AI-powered motion tracking, and gamified AR feedback. The product needed to feel energetic and social while keeping workout guidance clear enough to use in motion.

Brand, feedback, and progression needed to work as one movement-first product system.

01 / Brand in UX

Translate energy into usable product language.

Brand attributes became interaction cues, visual hierarchy, motion studies, and feedback states so the app could feel recognisable across workouts, rewards, and social spaces.

Insane AI brand and user-experience strategy diagram

02 / Feature groups

Organise complexity around repeat behaviour.

AI feedback, workouts, challenges, routines, progress, and social competition were grouped into insight-led loops: start, guide movement, reward completion, and invite a return.

Insane AI focus group insight maps for feature planning

03 / Style scapes

Align emotion before detailed screens.

Style scapes gave leadership an emotional direction that felt active and ambitious without making every feature high intensity. They also established the visual DNA for a scalable system.

Insane AI style scapes exploring product emotion

04 / Stakeholder sessions

Make usability decisions visible.

Workshops turned business goals and feature ambitions into flows and wireframes before polish made them expensive to change. That separated workout needs from wider engagement goals.

Insane AI annotated wireframe from stakeholder discussion

05 / Prototype loop

Experiment, prototype, test, record, implement.

New motion-led features were treated as hypotheses rather than copied conventions. Stakeholder feedback helped refine ideas before they became reusable system patterns.

Insane AI product concept screen for gamified fitness feedback

06 / Guidelines

Create a product kit built for scale.

Components, assets, and guidelines were organised around clarity, recognition, and repeatable states—giving future workouts and challenges a foundation instead of a fresh visual problem.

Insane AI brand and design-system guidelines

07 / System in motion

Turn guidelines into product assets.

Static rules, motion studies, and UI components needed to connect so new workout and challenge surfaces could be built with the same visual and behavioural language.

Animated Insane AI design-system preview

08 / Interaction framework

Guide before, during, and after movement.

The interaction framework defined what the UI should do around a workout: prepare the user, make feedback fast to parse during motion, and reward the result afterwards.

Insane AI interaction framework and mode transition studies

09 / Progression

Carry the brand through progress mechanics.

Levels, achievement language, and analytics gave people an understandable sense of where they were and why another session mattered—without reducing progress to a status label.

Insane AI workout analytics and social leaderboard components

10 / Social space

Keep the workout central.

Social mechanics were shaped around participation, comparison, and return motivation rather than feed consumption. Community features had to support movement rather than distract from it.

Insane AI league and badge progression mechanics

11 / Routine levels

Unlock difficulty without overwhelm.

The level system exposed more demanding routines gradually, allowing beginners to start clearly and advanced users to follow visible progression paths with practical purpose.

Insane AI workout level selection mechanic

12 / Product direction

A coherent foundation for fitness feedback.

The final direction united brand, real-time feedback, routines, social motivation, and product growth into one scalable system rather than a collection of isolated screens.

Insane AI final product system screens

More to explore

See more.