Fun concept · Built on published research

THE CITYIS THEWORKOUT.

SPOTTER turns a walk into a patrol. Find the mural, the fire escape, the rooftop view — photograph it, claim it, move on. A concept app for people who bounce off step counters, designed against what the published research already says about why they bounce.

RoleDesk research & design
ScopeSelf-directed, ~1 week
SurfaceiOS, one-handed, outdoors
SystemWeb-Slinger Street v1.0
SPOT 04 · LOCKED28 M · ROOFTOP · N 12THSpot secured
01The premise

STEP COUNTERS MEASURE. THEY DON'T MOTIVATE.

A number that only goes up is a scoreboard for a game nobody agreed to play.

Movement apps are good at counting and bad at making you want to go outside. They reward volume — more steps, more minutes, more streak — which turns walking into an unpaid job with a quota. The retention numbers show how that ends.

SPOTTER starts from a different place. Give the walk a destination and a reason to look up, and the distance takes care of itself. You're not hitting 10,000 steps. You're getting the shot.

6Weeks to novelty decay
3%Fitness app day-30 retention
0Streaks in this design
02Evidence

I DIDN'T RUN A STUDY. I READ THE ONES THAT EXIST.

This is a weekend concept, not a funded project — so instead of inventing participants, I built it on published work. Pokémon GO has been studied properly, streak mechanics have been studied properly, and fitness app churn is well documented. Between them there's a clear design brief sitting in plain sight.

01

A game moved more people than health apps do

A Microsoft Research and Stanford team studied 32,000 wearable users over three months, and estimated the game added 144 billion steps to US physical activity. Heavily engaged players walked 1,473 more steps a day — over 25% above their prior activity. The finding that matters for design: it reached low-activity populations, while all four leading mobile health apps in the same study largely drew from an already very active population.

Althoff, White & Horvitz · J Med Internet Res, 2016Read the study

02

The effect was real, and then it was gone

A Harvard-led cohort study in the BMJ followed 1,182 US adults aged 18–35 using automatically recorded iPhone step data. Steps rose after installing the game — but the association was moderate, and by six weeks it had disappeared entirely. A separate study of 167 players measured a 34.8% jump in daily steps, from about 5,700 to about 7,650, with more in-game progression corresponding to more walking.

Howe et al. · BMJ, 2016 · Xian et al. · JAHA, 2017Read the BMJ study

03

Fitness apps lose almost everyone, fast

Health and fitness apps are widely reported to retain only around 3–4% of users by day 30. A scoping review of lifestyle and mental-health apps found a median of 70% of users discontinuing within 100 days, with the sharpest drop-off in the first two weeks. Novelty decay isn't a Pokémon GO problem. It's the category's default.

Aggregated retention reporting & app-abandonment scoping review, 2024–26See the summary

04

Streaks work — by making you afraid to stop

Duolingo describes streaks as its single most effective retention lever, and reports that learners who reach a seven-day streak are markedly more likely to return the next day. That's the upside. The mechanic runs on loss aversion, which is also why it hurts: in Weinstein's qualitative work on adolescents and Snapchat, teens said streaks motivated them and gave them social validation, while also describing the experience as stressful, obligatory, and a source of anxiety about letting someone down.

Weinstein, 2018 · Duolingo retention reportingOn Snapchat streaks

05

Forgiveness is a design feature, not a weakness

Duolingo's answer to streak anxiety is the streak freeze — and the interesting detail is that it's applied silently, on the user's behalf, while they're absent. A freeze that required you to open the app and confirm it would fail exactly the people it exists to catch. Giving new learners freezes up front improved retention; unlimited forgiveness would hollow the mechanic out.

Shuttleworth (Duolingo Retention) via Lenny's Podcast, 2024Mechanic breakdown

03The bet

SO WHAT DO YOU ACTUALLY BUILD?

Put those five together and the brief writes itself. A play frame gets sedentary people moving in a way health apps don't. That frame decays in about six weeks. Streaks would patch the decay, but they buy retention with anxiety. So the design problem is: how do you renew novelty on a schedule, without using loss to do it?

The obvious build

Daily streak. Step goal. Don't break the chain.

→
SPOTTER's bet

Seasonal issues that refresh the novelty. Totals that only ever go up.

Spots expire daily, so there's still urgency in the moment. But nothing you've already earned can ever be taken away, and a new themed issue lands before the old one goes stale. Urgency without debt. That's the whole idea, and every screen below is just that idea drawn out.

04The system

WEB-SLINGER STREET

A comic-and-street visual language built for a product used at night, outdoors, one-handed. Dark canvas as the stage. Red for action, blue for support, yellow for surprise — never all three at full volume.

Palette

Hierarchy runs dark canvas → white type → red action → blue support → yellow surprise. Yellow is capped at roughly one moment per screen.

Primary#E62429Capture, active spot, primary CTA
Electric blue#1683E6Routes, links, informational state
Comic yellow#FFD43BStickers, new drops, one per screen
Canvas#090A0FDefault background, night-first
Surface raised#191C25Interactive cards and sheets
Ink#F7F7F2Headlines and primary text
Ink on canvas 18.4:1Body on surface 13.0:1White on primary 4.52:1Canvas on yellow 13.9:1Muted on canvas 7.07:1

Type roles

Five faces, five jobs. The contrast between condensed display and neutral body type is what carries the personality — not decoration.

display-xlBebas Neue · 72/0.95CITY MODE: ON
display-mdBarlow Cond 800 · 36/1.0THREE SPOTS NEARBY
title-mdBarlow 700 · 18/1.25Fire escape on N 12th
body-mdInter 400 · 16/1.55Get within 30 metres and the shot unlocks. You have until sunset.
labelBarlow Cond 700 · 12/1.2spNew drop · Issue 04
monoIBM Plex Mono · 11/1.428 M · ROOFTOP · 19:42

Components

Sharp editorial panels mixed with rounded controls. The mixed shape language is deliberate — it's what keeps it street-poster instead of generic SaaS.

button-primary / secondary
Claim spotRoute

44px min height, 2px border, hard offset shadow on hover. No thin outlines.

sticker / badge
New dropLiveInfoLocked

One rotated element per composition. Rotation is a garnish, not a grid.

text-input
Search a neighbourhoodBushwick

48px height. Focus is a 2px blue outline, never colour-only.

stat-cell
48Blocks
94%Issue 04

Colour the number, keep the label neutral.

comic-caption
Issue 04Side quest

Yellow default, red for time-limited. Never sits over body text.

web-divider

A node at the break. Used at section seams only — sparingly.

05The product

FIVE SCREENS, ONE LOOP

Patrol, route, capture, collect, learn. Tap the phone to move through it — everything else is settings.

SCREEN 01 / PATROL

Three spots. Not a step goal.

The map opens on what's within walking distance right now — never a total, never a streak. Blue draws the suggested route; red pins mark live spots, each carrying its category glyph so you can read what's nearby without tapping. The card sits thumb-height so the whole primary action lives in the lower third.

Spots expire daily. That's the urgency the streak used to supply, but it resets rather than accumulating into a debt you can default on.

surface-raisedsecondary → routeprimary → live spotGPS accuracy halo
SCREEN 02 / ROUTE

Get there without staring at it.

One maneuver at the top, sized to be read at a glance while moving. Turn-by-turn steps below, and hand-off to Apple Maps or Google Maps for anyone who'd rather navigate in what they already trust.

Handing off raises an obvious question — does the spot survive leaving the app? The line under the buttons answers it: tracking continues. Route guidance is haptic-first, so the screen isn't required between spots.

secondary → maneuversuccess → ETAmono → distanceshaptic-first
SCREEN 03 / CAPTURE

The shot is the interaction.

Within 30 metres the viewfinder unlocks. The corner-bracket reticle frames the subject and confirms the match without a modal — the system's web-line motif doing real work rather than decoration.

One control, 68px, centre-bottom, reachable with either thumb. Everything secondary sits clear of the safe zone so a moving hand can't fire it by accident.

ink → reticleprimary → shutteraccent-yellow → target tag44px min target
SCREEN 04 / THE LOG

Your walks become a collectible.

Captures fill an issue — twelve spots, themed. Six categories run through it: murals, food trucks, hydrants, rooftops, architecture, ghost signs. Broadening past street art wasn't only a licensing decision; hydrants and fire escapes exist on almost every block, while murals cluster in a handful of neighbourhoods.

A season structure gives lapsed users somewhere to return to, because a half-finished issue is an invitation rather than a broken streak. Locked covers stay visible, so you can always see what you're walking toward.

issue-card2px border-strongcategory filterscomic-caption ribbon
SCREEN 05 / SPOT DETAIL

The part that doesn't wear off.

A badge stops being interesting around week six — that's what the Pokémon GO data shows. Learning something true about the building you just photographed doesn't decay the same way. So every claimed spot opens into its story: who made it, when, and what stood there before.

Artist credit sits above the facts, not beneath them, and mural spots are listed with permission. On a screen built around someone else's work, attribution is the first thing rather than a footnote. This screen deliberately breaks the one-paragraph rule the others follow — it's read standing still, after the capture, not mid-walk.

artist credit firstsourced claimsaccent-yellow → did you knowstationary reading
9:41
Patrol3 live
MYRTLE AVEKNICKERBOCKERIRVING AVETROUTMAN STHART STMARIA HERNANDEZ PARK

Rockaway Ave mural

280 M · 4 MIN WALK
Go
SPOT 072H 14M LEFTGPS ±8 M
Patrol
Route
Capture
Log
9:43
120 m
Turn right onto Myrtle Ave
MYRTLE AVEIRVING AVE
4 min280 M · ARRIVE 9:47WALKING
Head north on Irving Ave120 M
Right onto Myrtle Ave140 M
Arrive — mural on your left20 M
Apple Maps
Google Maps
SPOTTER KEEPS TRACKING WHILE YOU NAVIGATE
MATCH 96% · STEADYf/1.8 · 1/60 · ISO 800
9:47● IN RANGE · 12 M
Mural · Issue 04
Frame the whole wall
Auto-verified on capture
9:52
The LogIssue 04
7/12
All 12StreetBuiltFood
Claimed
Food truck
El Sol taquería
SPOT 07 · 19:42
Claimed
Mural
Rockaway Ave
SPOT 06 · 18:10
Claimed
Hydrant
Irving & Hart
SPOT 05 · 17:24
Locked
Rooftop
Water tower
LOCKED · 1.2 KM
Locked
Architecture
Fire escape row
LOCKED · 2.0 KM
Locked
Ghost sign
Troutman St
LOCKED · 850 M
Patrol
Route
Capture
Log
9:58
Claimed
Mural · Spot 06
Sun Over Rockaway
Nadia Reyes-Colón
ARTIST · 2019
Permitted
2019
Painted
8 m
Height
412
Spotters
The story

Painted over eleven days in the summer of 2019 on the side of a former knitting mill. The building supplied trim to Manhattan garment factories until 1961 — the sawtooth roofline above the mural is original to it.

Did you know

Bushwick had 26 breweries before Prohibition. Three of the buildings on this block were part of one.

SOURCES · NYC LANDMARKS PRESERVATION · BUSHWICK HISTORICAL SOCIETY · ARTIST INTERVIEW
Add to route

TAP THE PHONE TO CYCLE SCREENS

05Human factors

DESIGNED FOR A MOVING BODY

This app is used outdoors, one-handed, in motion, often in bad light. That's an ergonomics problem before it's a visual one — and it's where a loud design system is most likely to fail.

Sunlight legibility

A dark UI is the riskier choice outdoors, so I treated glare as the design constraint rather than an afterthought. Every text pair was checked against the system's minimum contrast, not its average.

→ Body text floor raised to 15px; no text under 4.5:1; halftone textures removed from behind any type.

One-handed reach

An app you use while walking is a one-handed app. The comfortable thumb arc on a 6.1″ phone covers roughly the lower two-thirds of the screen and misses the top corners entirely.

→ All primary actions live in the bottom third; the top bar is display-only, never interactive.

Glanceable, not readable

Nobody stops walking to read. I designed each screen against a two-second glance: if the next action wasn't obvious in that window, it got cut or promoted.

→ Max one paragraph per screen; distance and time in mono so they scan as data, not prose.

Never colour alone

A system built on red and blue can't use hue to carry meaning. Live, locked, and claimed states each carry a shape and a word as well as a colour.

→ Locked spots get a padlock plus reduced opacity; claimed spots get a ribbon label.

Attention off the screen

Pokémon GO generated real case reports of distraction injuries. An app that makes people stare at a phone while walking is a safety failure, whatever the engagement numbers say.

→ Route guidance is haptic-first; the app never requires the screen between spots.

Motion with an off switch

Stickers rotate in, cards snap, the route draws. All of it is decoration on a screen used while the ground is moving underneath you.

→ Reduced-motion removes all transform animation and keeps only opacity fades.

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