Accessible health & wellness · Mobile + watch

Swimo

A cross-device aquatic wellness concept designed to make water-based movement feel clearer, calmer, and easier to continue.

TypeConcept study
RoleProduct & interaction design
AudienceOlder adults
FocusMobile + watch · Accessibility
CROSS-DEVICE EXPERIENCE Plan on the phone.
Move with the watch.

One visual language, with each device doing a different job.

Swimo Apple Watch screens for workout selection, water dance guidance, workout metrics, controls, and local competition. Swimo mobile workout summary with sunscreen reminder, progress chart, race standing, and speed trend. Swimo mobile home screen with recent training summary and recommended aquatic workouts.

Overview

Designing movement around confidence, not performance pressure.

Swimo explores how older adults could discover appropriate water-based workouts, understand what to do next, and maintain continuity between a phone and a wearable.

The concept treats aquatic exercise as a full experience: choosing an appropriate level, preparing for a session, following instruction in the moment, and seeing progress afterward.

Design focus: make the next step obvious before, during, and after a workout.

Evidence note: The source material is primarily interface design. This case study presents design intent and iteration without claiming unverified research outcomes.

01

Prepare

Use the phone for level selection, workout discovery, guidance, and expectations.

02

Move

Use the watch for immediate instruction, live metrics, pause, break, and end controls.

03

Reflect

Return to the phone for workout history, progress patterns, recommendations, and motivation.

Design evolution

From a dense workout catalog to a calmer, more guided starting point.

The earlier direction exposed many workout choices at once. The refined home concept shifts the emphasis toward recent activity, recommendations, and recognizable next steps while keeping the navigation consistent.

EARLIERWorkout-first structure
Earlier Swimo workout screen showing warm-ups, intermediate workout, challenge yourself, and cool down video tiles.
A broad workout catalog made the content visible, but also asked the user to process many choices at once.
REFINEDContext-first home
Refined Swimo home screen showing the user's last training session, recommended workouts, and core stability content.
The later direction gives the user a clear starting point: what happened last, what is recommended next, and where to continue.

Personalization + progress

Set the right level first, then make progress easy to understand.

The setup and summary screens work as a pair: one establishes the user’s starting point, while the other turns completed activity into feedback without requiring the user to interpret a complex fitness dashboard.

01
SET EXPECTATIONS

Choose a swimming level

Beginner, intermediate, and advanced descriptions explain the intent behind each level in plain language.

Swimo swimming skill-level screen with beginner, intermediate, and advanced options.
02
SHOW PROGRESS

Summarize the workout

Activity, race standing, and speed trends are grouped into a single follow-up view.

Swimo workout summary screen with activity rings, race standing, social sharing, and speed-over-time chart.

Cross-device continuity

The watch stays focused on the moment of movement.

Instead of recreating the full phone app on a smaller screen, the watch concept narrows the experience to selecting an activity, following the current exercise, viewing essential metrics, and controlling the session.

Sequence of Swimo Apple Watch screens showing splash, dashboard, workout selection, water dance guidance, live metrics, workout controls, and competition views.
The wearable flow keeps the interaction shallow and action-oriented, with large controls and persistent status.
01Choose

Pick the workout or competition context.

02Follow

See one activity and the most relevant metrics.

03Control

Resume, take a break, or end the workout with direct actions.

Earlier explorations

Iteration becomes part of the story instead of visual clutter.

Rather than mixing every visual direction together, the earlier sign-in and analytics concepts are grouped as an archive. This keeps the case study focused while still showing how the interface language evolved.

Earlier Swimo sign-in screen with email, password, Google, Facebook, and create-account actions.
Account entry. An earlier sign-in concept established the initial brand and account path.
Earlier Swimo workout summary with advertising area, workout chart, race standing, social icons, and speed graph.
Early analytics. The original summary packed progress, competition, social sharing, and advertising into one view.
Earlier Swimo workout library with warm-ups, intermediate workout, challenge-yourself videos, and cool-down content.
Workout discovery. An earlier content-heavy direction helped reveal the need for stronger prioritization and simpler progression.

Design decisions

Make the system feel supportive, not demanding.

A

Use plain workout language

Explain levels and activities in terms the user can understand before committing to a session.

B

Keep navigation stable

Use a small set of persistent destinations so the user does not have to relearn the interface between tasks.

C

Separate planning from movement

Let the phone carry richer discovery and history while the watch remains focused on the current action.

D

Surface progress without overload

Group metrics into understandable summaries instead of presenting every available measurement at once.

Accessibility

Age-inclusive interaction has to work in the real pool environment.

Large type, strong contrast, consistent navigation, visible labels, forgiving targets, and redundant cues are a baseline. For a real product, those patterns would need validation with older adults across vision, hearing, dexterity, cognition, aquatic comfort, and device familiarity.

Wet hands + motion

Controls should remain large, direct, and difficult to trigger accidentally.

Reduced vision

Meaning should not depend on small type, subtle color differences, or dense charts.

Cognitive load

Each step should clarify what is happening now and what the user can do next.

Device handoff

Moving from phone to watch should preserve workout context rather than restart the task.

Next steps

Turn the strongest design assumptions into evidence.

A responsible next phase would validate workout comprehension, safety language, skill-level selection, video or motion guidance, notification load, progress visualization, and the phone-to-watch handoff.

The next design test should happen as close as possible to the actual use environment—around water, with realistic lighting, motion, wet hands, and the interruptions that come with a pool setting.

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