As a sole designer at SoFiiT.

1 year / May 2024 – May 2025

Product design

Product design

0-to-1

0-to-1

Mental health

Mental health

We built a platform at USC that helps students connect in person, work out together, and boost their mental and physical well-being.

We are a small but highly passionate team. We were selected for the 2024 Techstars program, successfully launched our platform at USC.

I’m the sole product designer at SoFiiT.

Working with Ruby and Kenny over the past year helped me grow and learn immensely. It also helped me truly understand the importance of iteration, not just for visual refinement but for creating better user experiences.

Here’s what I worked on:

Solely designed the end-to-end mobile app and website.

Refined the experience based on real user feedback, behavior patterns and user data.

Designed marketing materials including the website and in-person posters.

Key features

Struggling to find someone who shares your interests?

SoFiiT helps you always find your ideal workout buddy to connect and meetup.

Keep forgetting to track your workouts?

Log workouts in one click and stay motivated with streak rewards.

Not sure where to have fun on campus?

Activity hub offers the most accessible activities for you.

Key problem

University students are struggling with mental health.

74% Experience psychological distress

60% Feel lonely and isolated

40% Do not feel sense of belonging

Product strategy

Connect the right people

Match students by goals, interests, schedule, and proximity to help them meet the right peers fast.

Goal

time-to-first-connection ↓

quality match rate ↑

week-1 activation ↑

From chats to IRL

Turn matches into action with lightweight planning, RSVPs, and campus perks to nudge in-person workouts and events.

Goal

event attendance ↑

repeat meetups ↑

weekly active days ↑

retention ↑

Care with context

Continuously (opt-in) understand mental & physical wellbeing, and connect students to university resources when needed.

Goal

check-in completion ↑

timely referrals ↑

student satisfaction/NPS ↑

Design

Onboarding

Matching

Activities

Log exercise & vibe

Reward system

Results & Outcomes

Optimized user journeys using heatmaps and focus group feedback, resulting in a 27% faster onboarding completion time and higher satisfaction.

Enhanced the final onboarding step through micro-interactions, real user profiles, and subtle visual cues, resulting in a 68% completion rate for matching preferences.

Modified the mechanism and design to make the experience more engaging, resulting in a 42% increase in 14-day retention after release.

Added interactive elements that encouraged users to reflect and log their journey, contributing to a 26% increase in posting and logging activity.

Optimized user journeys using heatmaps and focus group feedback, resulting in a 27% faster onboarding completion time and higher satisfaction.

Enhanced the final onboarding step through micro-interactions, real user profiles, and subtle visual cues, resulting in a 68% completion rate for matching preferences.

Modified the mechanism and design to make the experience more engaging, resulting in a 42% increase in 14-day retention after release.

Added interactive elements that encouraged users to reflect and log their journey, contributing to a 26% increase in logging activity.

Results & Outcomes

Copyright

2026 Ennis Z.

V5.2

Copyright

2026 Ennis Z.

V5.2

Copyright

2026 Ennis Z.

V5.2