An end-to-end redesign of the Cure.fit app aimed at simplifying core journeys, improving clarity, and aligning the experience with user intent.
Different sections use different colours, fonts and layouts. There’s no clear sense of which app you’re actually in, or what to look at first.
Booking a class, checking a meal plan, or pausing a subscription all take more steps than they should. People give up partway through.
cult, eat, mind, care, cure — five product names, all on the home screen, none of them explaining themselves. New members can’t tell where to start.
A first-time user sees the same layout as someone who’s worked out every day for six months. Nothing adapts to how the person actually uses the app.
Sales banners, upsell popups and discount badges take up the most visible parts of the screen — pushing the things people actually came to do further down.



Five sources, each revealing a different layer of the truth. Patterns that survived all five became the ones worth designing against.
Three personas. Each one broke the app differently. Together they made the core issue undeniable.
Each direction was pushed to mid-fidelity to stress-test how it held across real content, real faces, and real user tasks — not just mood.
Launched behind an A/B test, rolled to 100% within the first month. Here’s how the KPIs set at the start of the project actually moved — the wins, the modest gains, and what still needs work.
The redesign moved decisively on what design could directly control — task completion, navigation clarity, and first impressions. Long-term retention and cart abandonment sit downstream of product and pricing decisions outside a single redesign cycle. They’re not failures — they’re the next brief.

Thanks for making it all the way!