Fitness App

I know there are a million different fitness apps out there and hardly any one of them actually “works” in the sense that it automagically gets people to work out.

So before even considering building something, we need to analyze what an app’s actual job is.

Look up Clayton Christensen’s “jobs to be done” (it’s an interesting read and moreover: we can learn from it) and get a grasp of what it means to figure out “which job needs to be done”.

Do research on the reasons why people work out, what triggers them, what motivates them, what gets them to actually exercise.

Do a similar research on reasons why people stop working out, why don’t they do their exercises, why do they stop going to the gym?

How do the two outcomes relate to one another?

Is there a way to promote or facilitate the reasons to work out? Are there ways to prevent the (underlying) reasons for not working out to surface or become a dominant force?

Present your findings in a structured way, like it is an academic paper.


Understanding the “Job” of Fitness Apps: A Behavioral and Motivational Analysis Link to heading


Abstract Link to heading

Despite the proliferation of fitness applications, sustained user engagement and adherence to exercise routines remain challenges.
This paper applies Clayton Christensen’s “Jobs to Be Done” (JTBD) framework to explore the underlying motivations for initiating and discontinuing exercise.
By examining psychological theories and empirical studies, we aim to identify strategies that fitness apps can employ to promote consistent physical activity.


1. Introduction Link to heading

The digital fitness market is saturated with applications promising improved health and well-being.
However, user retention and long-term adherence to exercise routines facilitated by these apps are often low.
Understanding the fundamental “job” users expect these apps to perform is crucial for designing solutions that foster lasting behavioral change.


2. Theoretical Framework: Jobs to Be Done (JTBD) Link to heading

Clayton Christensen’s JTBD theory posits that consumers “hire” products or services to accomplish specific tasks or solve problems in their lives.

In the context of fitness apps, users may be hiring the app to:

  • Enhance physical health
  • Manage stress and mental health
  • Achieve aesthetic goals
  • Establish a sense of routine or discipline
  • Gain social connection or recognition

Identifying these jobs allows developers to tailor app features that align with users’ intrinsic motivations.

💡 Note: The “job” is not the activity (e.g. working out), but the outcome the user seeks (e.g. feeling in control, more energetic, less stressed).


3. Motivations for Initiating Exercise Link to heading

Common motivations for starting to exercise include:

  • Health Improvement: Preventing or managing chronic health conditions.
  • Stress Reduction: Using exercise as a coping mechanism for emotional regulation.
  • Aesthetic Goals: Pursuing body composition goals such as weight loss or muscle gain.
  • Social Engagement: Joining others, participating in challenges, or gaining social approval.
  • Personal Challenge: Setting personal goals and achieving mastery over one’s body.

These motivations are often tied to Self-Determination Theory (SDT), which highlights three core needs:

  • Autonomy (self-direction)
  • Competence (feeling capable)
  • Relatedness (connection with others)

4. Reasons for Stopping Exercise Link to heading

Despite strong initial motivation, people frequently stop exercising due to:

  • Time Constraints: Perceived or actual lack of time.
  • Lack of Enjoyment: Workouts feel repetitive or boring.
  • Unrealistic Expectations: Disappointment from not seeing quick results.
  • Physical Discomfort or Injury: Pain, soreness, or fear of reinjury.
  • Lack of Social Support: Isolation or lack of accountability.

📌 Observation: Many of these barriers are emotional or contextual rather than purely logistical.


5. How Motivations and Barriers Interact Link to heading

Interestingly, the motivations and barriers often mirror each other:

MotivationRelated Barrier
Desire for healthLack of results or slow progress
Desire for stress reliefWorkout becomes another source of stress
Social engagementLack of peers or feeling isolated
Aesthetic goalsPlateauing leads to demotivation
Challenge and masteryFeeling incompetent or overwhelmed by progress gaps

🔄 Insight: Successful fitness solutions must not only spark motivation but sustain it through barriers.


6. Strategies for Improving App Effectiveness Link to heading

To align fitness apps with users’ true “jobs,” we propose the following design strategies:

Promote Motivations Link to heading

  • ✅ Personalize onboarding: help users articulate their “why”
  • 🎯 Set achievable, adjustable goals (avoid ‘all or nothing’ thinking)
  • 🔁 Offer diverse content: variety reduces boredom and burnout
  • 📈 Provide feedback loops: celebrate progress, even small wins
  • 🤝 Enable connection: allow comments, groups, buddy systems

Reduce Barriers Link to heading

  • ⏱ Offer short, flexible routines (e.g. 5–10 minutes)
  • 🎮 Gamify the experience (e.g. streaks, leveling up)
  • 📅 Remind users with adaptive, kind nudges (not guilt-driven)
  • 📚 Educate: help users set realistic expectations
  • 🧠 Address mindset: normalize setbacks and relapses

💬 Design principle: The app doesn’t “make” someone work out — it removes friction and helps people choose to do what they already want to.


7. Conclusion Link to heading

Understanding the “job to be done” for fitness app users leads to better product design.
Instead of focusing only on workouts or tracking features, the real opportunity lies in helping users fulfill their deeper motivations — and mitigating the emotional, social, and logistical friction that derails them.

Apps that succeed won’t just track behavior.
They’ll guide, support, and adapt to users’ lives like a smart, compassionate coach in their pocket.


References Link to heading

  • Christensen, C. M., Hall, T., Dillon, K., & Duncan, D. S. (2016). Know Your Customers’ “Jobs to Be Done”. Harvard Business Review.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68.
  • Teixeira, P. J., Carraça, E. V., Markland, D., Silva, M. N., & Ryan, R. M. (2012). Exercise, physical activity, and self-determination theory: a systematic review. International Journal of Behavioral Nutrition and Physical Activity, 9(1), 78.
  • Segar, M. L. (2015). No Sweat: How the Simple Science of Motivation Can Bring You a Lifetime of Fitness. AMACOM.

Further Reading Link to heading


What other frameworks or lenses could we use to look at the requirements and pitfalls for the creation of a fitness app

Additional Frameworks for Designing Effective Fitness Apps Link to heading

Understanding the motivations and pitfalls of fitness app users through multiple lenses helps create more robust, user-aligned products. Below are nine additional frameworks that can guide your design decisions and help avoid common traps.


1. Self-Determination Theory (SDT) Link to heading

Focus: Intrinsic vs. extrinsic motivation
Use it to: Design for autonomy, competence, and relatedness

Key principles:

  • Autonomy: Let users make choices about their workouts
  • Competence: Help users feel capable with clear progress
  • Relatedness: Provide social features or peer connection

Pitfall: Relying too heavily on rewards (badges, points) can undermine intrinsic motivation over time.


2. COM-B Model Link to heading

Focus: Behavior as an interaction between Capability, Opportunity, and Motivation
Use it to: Understand why users do (or don’t) engage in exercise

COM-B ComponentMeaningFitness App Example
CapabilityPhysical/mental ability to performClear instructions, accessible workouts
OpportunityExternal environment and resourcesNo gym required, home workout options
MotivationReflective and emotional driversEnjoyable workouts, clear benefits

Pitfall: Addressing motivation alone won’t work if capability or opportunity is missing.


3. Hook Model (Nir Eyal) Link to heading

Focus: Habit formation
Use it to: Build behavioral loops into the app

Loop Elements:

  1. Trigger: Notification, calendar prompt
  2. Action: Start a quick 5-minute workout
  3. Variable Reward: Achievement, praise, physical relief
  4. Investment: Logging progress, entering preferences

Pitfall: If rewards feel meaningless, the loop breaks.


4. BJ Fogg’s Behavior Model (B=MAP) Link to heading

Focus: Behavior = Motivation × Ability × Prompt
Use it to: Remove friction, simplify actions

Design Examples:

  • One-click workout start
  • Smart reminders at ideal times
  • Tailored suggestions for effort level

Pitfall: If the action is too difficult or the timing is off, users won’t act.


5. Empathy Maps & Personas Link to heading

Focus: Emotional and contextual understanding of users
Use it to: Design for real people, not averages

Map segments:

  • Think & Feel
  • Hear & See
  • Say & Do
  • Pains & Gains

Pitfall: Generic personas can lead to uninspiring or mismatched solutions.


6. Nudge Theory / Behavioral Economics Link to heading

Focus: Small design decisions influence big behaviors
Use it to: Encourage healthy behaviors through subtle design

Tactics:

  • Pre-select workout times (defaults)
  • Show friend activity (social proof)
  • Frame streaks as something to protect (loss aversion)

Pitfall: Nudges can backfire if they feel pushy or manipulative.


7. Stages of Change Model Link to heading

Focus: Users are at different readiness levels
Use it to: Tailor onboarding and progression

StageApp Feature Focus
Pre-contemplationInspire with benefits
ContemplationOffer low-barrier entry points
PreparationHelp plan and schedule workouts
ActionReinforce habits, provide feedback
MaintenanceCelebrate milestones, suggest next goals

Pitfall: Assuming all users are in “Action” stage leads to low retention.


8. Design Thinking Link to heading

Focus: Empathize → Define → Ideate → Prototype → Test
Use it to: Avoid building on assumptions. Involve users early and often.

Pitfall: Skipping validation and building the wrong product really well.


9. Identity-Based Habits (James Clear) Link to heading

Focus: People act in ways consistent with their identity
Use it to: Help users become “someone who works out”

Example:

  • Instead of “lose 5kg,” prompt: “I’m becoming someone who moves every day.”

Pitfall: Goal-based apps may not create lasting identity change.


Summary Comparison Link to heading

FrameworkFocusBest for…
Jobs to Be DoneOutcome-oriented product designUnderstanding user expectations
Self-DeterminationMotivation psychologyPromoting autonomy and purpose
COM-BBehavior componentsDiagnosing user inaction
Hook ModelHabit formation loopsCreating stickiness
BJ Fogg’s B=MAPSimplicity and timingDesigning for ease and prompts
Empathy Maps / PersonasEmotional/user contextDesigning for real needs
Nudge TheoryBehavioral economicsSubtle encouragement and influence
Stages of ChangeReadiness and timingSegmenting users by readiness
Design ThinkingIterative human-centered designPrototyping and testing assumptions
Identity-Based HabitsLong-term mindset shiftShaping enduring behavioral identity

Suggested Use Link to heading

These frameworks are not mutually exclusive — combine them.

For example:

  • Use JTBD to define the product’s purpose
  • Use SDT and COM-B to design motivational UX
  • Use Hook Model to reinforce habits
  • Use Design Thinking to test and improve iteratively

References Link to heading

  • Eyal, N. (2014). Hooked: How to Build Habit-Forming Products
  • Fogg, B. J. (2009). A Behavior Model for Persuasive Design
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory
  • Michie, S., van Stralen, M. M., & West, R. (2011). The Behaviour Change Wheel
  • Prochaska, J. O., & DiClemente, C. C. (1983). Stages and processes of self-change
  • Clear, J. (2018). Atomic Habits: An Easy & Proven Way to Build Good Habits & Break Bad Ones

Great! Now the idea that I have is basically to provide insight into the minimum a person has to do to stay fit. Besides the challenge of determining what is “enough”, I am interested to hear how the different frameworks you mentioned can help to create a system of guidance, knowledge, motivation and nudging to help a person to get and stay fit.