Led design at SoFiiT.

1 year / May 2024 – May 2025

Product design

Product design

0-to-1

0-to-1

Mental health

Mental health

Team

2 co-founders

1 Designer (me)

1 Engineer

Recognition

Selected for the 2024 Techstars program.

(Techstars is a global startup accelerator and venture capital firm with an acceptance rate of less than 1%.)

What I did

Led the end-to-end mobile app and website design.

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

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

Outcome

Launched at USC with on-campus activations and live feedback loops.

Improved core flows through rapid design–feedback cycles.

Context

SoFiiT, a student well-being platform piloted at USC.

SoFiiT helps college students meet in person, work out together, and improve mental and physical well-being. Over a year-long engagement, we built and iterated the product with real on-campus feedback at USC.

Key features

Find workout buddies easily

Match with students in your school who share your interests.

Track workouts effortlessly

One-tap logging keeps your streaks going.

Discover activities around campus

See what’s happening and join in.

Background

Findings

University students are struggling with mental health.

74% Experience psychological distress

60% Feel lonely and isolated

40% Do not feel sense of belonging

Pain points & solution

Students

Trying to find someone to go out and workout with, but there is no one fit.

Students often drop out quickly, finding it hard to sustain exercise routines.

Universities

Too few activities are offered, or the activities are not accessible to many people.

Lack of timely ways to understand students' mental health, and low completion rates for related questionnaires.

How did we solve it?

From Matching to Moving

At first, we focused on matching users with similar interests, which can help ease anxiety to some extent. However, this single approach was too limited and didn’t address the root problem, as users might still end up chatting at home instead of exercising offline.

Therefore, we conducted some research and discovered that workouts can reduce depression and anxiety by 26%. This led us to combine workouts with user matching to solve this issue.

Design iteration

Iteration 1

Onboarding low completion rate

Onboarding issues prevent users from successfully landing on the platform.

We need to understand students’ preferences in order to make better matches. However, the current flow is too messy, and we also identified a data issue: only 29% of users completed filling out their match preferences during onboarding.

Reason 1

Reason 1

The intro screen before users enter the matching questions abruptly shifts from light to dark, disrupting the existing user flow and making it harder for users to adapt.

The intro screen before users enter the matching questions abruptly shifts from light to dark, disrupting the existing user flow and making it harder for users to adapt.

Visual exploration

Visual exploration

Try adjusting the content and layout to make intro screen more intuitive and engaging, encouraging users to complete the matching questions.

Try adjusting the content and layout to make intro screen more intuitive and engaging, encouraging users to complete the matching questions.

Final choice

Final choice

Content

Make the content more positive by telling them they’re on the last step.

Information/layout

Show more existing user stories and let users know they’re invited to join the community and connect with like-minded people.

Reason 2

Reason 2

Lengthy and tedious onboarding steps discourage users from completing the process.

Lengthy and tedious onboarding steps discourage users from completing the process.

User flow adjustment

User flow adjustment

Previous onboarding user flow

Reorganize the flow

Final design

Achieved a 68% completion rate for matching preferences.

Iteration 2

Matching mechanisms

Conventional matching mechanisms are not compelling enough to attract users.

Our goal is to keep users engaged on the platform while helping them find the right match. We explored and tested three different directions.

Final design
Automated matching

Resulting in a 42% increase in 14-day retention after release.

This solved the problem by removing the need for manual actions. Users receive three “surprises” every week.

Iteration 3

Low effective conversation rate

Users don’t want to start chatting after being matched.

In our internal focus group testing, 83% of participants were either unwilling to start a conversation or didn’t know what to say.

Blank chat

Blank chat

After being matched, users can directly access the other person’s profile and start a conversation. However, since the chat interface is blank, it’s difficult for them to initiate or build a conversation based on the profile content.

After being matched, users can directly access the other person’s profile and start a conversation. However, since the chat interface is blank, it’s difficult for them to initiate or build a conversation based on the profile content.

Final design

Meaningful conversation starts rose from 12% to 34%.

Instead of just showing profiles, AI highlights shared interests and automatically sends an intro with a starter question to help the chat begin instantly.

Final design

Onboarding

Matching

Activities

Log exercise & vibe

Reward system

Results

How we measured success?

Onboarding Efficiency

Onboarding Efficiency

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

User Retention

User Retention

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

Preference Completion

Preference Completion

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

Active Participation

Active Participation

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

Reflection

What I learned

What I learned

Learned how to use data insights to align student needs with university goals and design decisions.

Learned how to use data insights to align student needs with university goals and design decisions.

Future goals

Future goals

Would explore AI-driven social matching and wearable integration to enable smarter, more automatic check-ins and real-time vibe tracking.

Would explore AI-driven social matching and wearable integration to enable smarter, more automatic check-ins and real-time vibe tracking.

Impact & takeaway

Impact & takeaway

Launched at USC with measurable impact, achieving 27% faster onboarding, 68% completion rate, and 42% higher retention.

V5.4

Copyright

2026 Ennis Z.

V5.4

Copyright

2026 Ennis Z.

V5.4

Copyright

2026 Ennis Z.