Jessi Contreras

Yoggi – Android App

End-to-end UX process for a conceptual Android yoga platform


Role: UX Designer, UX Researcher, UI Designer

Context: Certification project · Conceptual / Not shipped · Designed in Spanish

Tools: Figma, OptimalWorkshop, Whimsical, Adobe CC


Impact:

  • - Events feature added based on research: 87% of users grouped it as essential content
  • - 100% of usability test participants completed the events flow successfully
  • - 9 out of 10 heuristics passed on self-conducted evaluation

Challenge

Yoggi is a conceptual native Android app for yoga enthusiasts, designed end-to-end as part of a UX certification in 2021.


The goal wasn't to ship a product. It was to formalize UX research as a discipline and prove I could lead a full design process, from user interviews to a tested hi-fidelity prototype.


Within three months of completing this project, I moved into a focused product design role.

Understanding the Market


A competitive review of three leading yoga apps: Down Dog, Daily Yoga, and Yoga – Track Yoga; revealed a consistent pattern: navigation was rarely intuitive, UX writing was often too technical for casual users, and accessible design was the exception, not the rule. Most apps were also locked behind expensive subscriptions.


Those gaps shaped Yoggi’s design principles from the start: clear language, accessible foundations, and a navigation structure built around how users actually think about yoga, not how the industry categorizes it.

Listening to Users


To understand what yoga practitioners actually needed from an app, I conducted interviews with 10 to 15 people who practiced yoga, with or without digital tools. The goal was to hear how they talked about their practice before designing anything around it.


A card sorting exercise ran alongside the interviews, asking participants to group and label yoga-related content in their own words. The results directly informed the information architecture, ensuring the navigation reflected user mental models rather than assumed categories.


From both exercises, a clear user profile emerged: someone with an existing practice looking for variety, guidance matched to their level, and ways to stay connected to the yoga community.

When Research Changes the Product


Events weren’t in the original scope. They became one of Yoggi’s three core features because the research demanded it.


Card sorting showed 87% of participants grouping local events alongside core yoga content, not as a separate category. Follow-up interviews confirmed it: users wanted one place for both guided practice and events to join, online or in person.


That finding changed the product. The bottom navigation was restructured, the information architecture reworked, and an events section built from scratch as part of the MVP. In usability testing, 100% of participants said they would use it.

Designing the System

Yoggi’s UI Kit was built using an atomic design approach, starting from base elements and scaling up to full components. Material Design guidelines shaped the structure and interaction patterns, keeping things grounded in Android conventions while leaving room for Yoggi’s own visual identity.


Color tokens, typography scale, and layout foundations came first, with WCAG AA accessibility considered from the start, not as an afterthought. The component library grew to around 50 components plus iconography, covering everything the MVP needed.


The onboarding experience included two deliberate animation moments: the Yoggi logo filling from white to deep green on launch, and slide transitions guiding users through each onboarding step. Small details, but intentional ones.

Validating the Experience


Usability testing ran with 15 participants across 5 core tasks. All completed the main flows successfully: logging in, finding a routine, browsing tips, and finding an event.


The events section was the clearest win. 100% of users found a yoga event in an average of 2.8 steps, rating it very easy. Where things broke down was saving a routine to favourites, where 2 out of 5 users couldn’t complete it. The fix was simple: redundant save buttons were removed and replaced with a star icon, consistent with patterns users already knew.


A self-conducted heuristic evaluation caught what testing missed. Nine out of ten heuristics passed. The one that didn’t flagged the need for a help or contact screen, and led to renaming the “Community” section to “Tips” after the label caused confusion.

Final Designs

The hi-fidelity prototype covers the full MVP scope: onboarding, routine discovery and playback, tips, and events. Routines are categorized by type and difficulty level, keeping the navigation grounded in how users actually think about their practice.

The active workout screen is the most considered moment in the product — pose illustration, timer, and step controls working together to guide users without overwhelming them. The post-workout screen closes the loop with a quick rating and an immediate path to find another routine.


Try the interactive prototype here.

Outcomes

- Research drove a core product decision: an entire feature category, events, was added after

- 87% of card sorting participants grouped local events as essential content

- All 5 usability test participants completed the core flows successfully

- 100% rated finding an event as very easy, with an average of 2.8 steps

  • - The heuristic evaluation identified one gap: help and documentation, flagged as a priority for the next development phase

What I learned

Talking to real users changes everything. Assumptions I had going in were challenged, features I hadn't planned became essential, and labels I thought were clear caused confusion in testing.


It also confirmed something I hadn't expected: years of self-taught UX practice and strong UI instincts were a real foundation, not a gap to apologize for. This project gave that foundation structure and a process to match.