FitBurn — a Web3 "train and earn" service
Designed a cross-platform move-to-earn product from scratch: a desktop dashboard and a mobile app where the user works out, earns tokens, and levels up NFT T-shirts. Sole interface designer — built a fully clickable prototype for the client.
Context and task
FitBurn is a Web3 service at the intersection of fitness and NFTs: the user works out, earns tokens (CAL) for it, and buys and levels up NFT T-shirt characters.
The task was to design the entire complex system — a wallet, a shop, the NFT interaction mechanics — and present it to the client as a working prototype. Two platforms: a desktop dashboard and a mobile app.
My role
Sole designer of the dashboard and the app, working directly with the studio's art director. I briefed 3D artists on NFT T-shirt model variants; I defined the T-shirt mechanics themselves — rarity, states, wear, and distinguishing criteria.
I built a fully clickable prototype in Figma so the client could see the product in action — down to how pop-up windows behave on desktop and mobile.
Key decisions
Crypto made legible for a non-crypto audience.
Wallet connection (Metamask, Polygon network), token exchange, vesting — I turned it into a clear interface with explicit balance states (CAL) and an "earned / spent" transaction history, so a fitness user wouldn't hit a wall of crypto complexity.
The NFT T-shirt as an object with states.
The core of the product is a T-shirt character with its own states and interactions: you work out → the T-shirt "gets dirty" → you wash it, repair it, upgrade it → it performs better. In essence this is game logic — "an object plus buffs and debuffs" — closer to a tamagotchi or Pokémon. I designed the NFT management screens — the list, the upgrade flow — and made the states and available actions visible on them.
A shop at the intersection of digital and physical (phygital).
Not just NFTs, but physical goods too — T-shirts, hoodies, socks with delivery. I designed a catalog with filters, a cart, checkout and order statuses — along with empty states for the screens.
A workout from a fitness tracker, turned into tokens.
The Burn tab: the user connects a fitness tracker — anything from a Garmin Fenix to a Galaxy Fit — starts a workout, and watches their live heart rate on a scale; at the end, a session summary: duration, average heart rate, calories burned, and tokens earned. I kept the desktop dashboard and the mobile app on the same logic and a shared design system: wallet, profile, progress, marketplace — the same patterns everywhere.
Rebranding: logo and brand style.
Rebranded FitBurn — a move-to-earn service at the intersection of fitness and NFTs: logo and brand style. The dashboard and app above are built on that same visual language — clean minimalism and the signature glowing orange.
Result
I designed the whole system — from the wallet and token exchange to the NFT game mechanics and the phygital shop — and put it together as a fully clickable prototype. The client accepted the work and handed the designs off to development; from there we kept collaborating on the service's print and digital materials, and the project itself lived on for a few more years — whether it ever reached a public release, and in what form, I no longer know.
For me, this was above all an experience in designing a complex system — with stateful objects and shared logic across two platforms. At launch, the first metric I'd look at would be the share of new users who made it to a connected wallet: for a non-crypto audience, that's the tightest bottleneck.
Reflection
Today I'd start differently — first I'd study services with a similar mechanic. With hindsight, it's clear that "leveling up an NFT T-shirt through workouts" isn't a unique find but base game logic: an object with buffs and debuffs, a reward for engagement. I'd borrow proven solutions from similar products rather than invent everything from scratch. That said, I'm still happy with the visual design: clean minimalism and the signature orange with a glow effect.
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