Molly Morrell

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NXT LVL

A fitness platform that shows your progress through a personal avatar, not just numbers. Five months of venture validation with 200+ people, plus my own study of how it could cause harm.

  • Product design
  • User research
  • Venture validation
Role
User research, design validation and go-to-market; solo value-sensitive design study
Team
Team of 5
Context
Imperial College London, Innovation & Entrepreneurship
Year
2022

Outcome

Over five months the team tested the idea with 200+ people. All 12 gym testers joined the waitlist, and we won a £500 Imperial Advanced Hackspace grant to prototype a lifting-tempo wearable.

people interviewed
120+
people involved in user testing
200+
fitness apps reviewed
11
gym testers joined the waitlist
12 / 12
NXT LVL avatar surrounded by glowing progress orbs

Around 20 million people in the UK don’t get the recommended amount of exercise, and negative body image is one of the things holding them back. Over the 2021–22 academic year, five of us turned that problem into a fit-tech venture and tested whether it could work.

What we found

  • Interviews with 120+ people pointed to one thing again and again: people lose motivation when they can’t see progress.
  • Testing 11 mainstream fitness apps showed why. They’re full of numbers but say little about how to improve.

Small changes over time are hard to notice

Progress pictures are inconsistent

Existing trackers are overly numbers-oriented

Lack of personal reflection causes demotivation

Readings from scales and fat trackers fluctuate

What we designed

NXT LVL gives you a personal 3D avatar, made from a face scan with Ready Player Me (we interviewed the CEO of its parent company, Wolf3D). The avatar connects to your existing wearable and levels up as you hit real-world milestones. Three glowing “orbs” (Strength, Stamina and Mind) show your progress at a glance.

Scan your face

Create a personal avatar with the Ready Player Me plugin.

Connect your wearable

Works with the trackers and smartwatches people already own.

Set your goals

NXT LVL breaks them into achievable milestones.

Train together

Your avatar mirrors your workouts and levels up with you.

Earn rewards

Digital rewards for every milestone you complete.

See your progress

Watch the orbs light up as you get closer to your goals.

One deliberate choice: the avatar levels up without its body changing shape. The point was to reward getting fitter, not changing how you look. Testers called it “a fresh and unique way to visualise progress.”

NXT LVL home screen: the user's avatar surrounded by Strength, Stamina and Mind orbs
Home: tap an orb to see the goal behind it
A stamina goal, 3km in under 14 minutes, broken into weekly milestones
A stamina goal broken into weekly milestones

Testing the riskiest assumptions

We tested the assumptions the venture depended on: does the avatar motivate people, would people sign up, and which rewards work?

  • 30 in-person tests and 120 survey responses on an early prototype
  • a 3-day feature test with 12 people at Imperial’s Ethos gym. Running with the avatar plus audio was the favourite, averaging 11.2 km/h against 9.6 km/h solo, and all 12 joined the waitlist (small sample, so an early signal)
  • a £500 Imperial Advanced Hackspace grant to prototype a wearable that tracks lifting tempo
  • talks with Fitplan’s founders (1.4M members), and partnerships with talentZone and Project Ave in Germany

How the feature test worked

Each participant did four short treadmill runs, with breaks and interviews in between.

Control: solo run

Run for 2 minutes at a comfortable pace, with no visual aid.

Then: 20-second break

Avatar-accompanied run

A second 2-minute run, alongside their personal avatar.

Then: 20-second break

Avatar + audio motivation

The avatar run again, now with upbeat music and motivational prompts.

Then: Interview 1

Avatar rewards

Run to unlock a 'milestone' reward: a digital Early Access Pass for NXT LVL.

Then: Interview 2

What we assumed, tested and learned

3 days · 12 participants · Ethos gym, Imperial College London

The three assumptions we tested

A participant running while their avatar plays on the treadmill screen
Assumption 1 · Avatar

We assumed that…

"An on-screen personalised avatar running alongside will encourage people while they exercise."

Test: Participants run while a video of their own avatar plays in front of them.

A participant running with headphones on, watching the treadmill screen
Assumption 2 · Audio

We assumed that…

"Audio motivation synced to the intensity of the run will help encourage people."

Test: Participants run while motivational audio, synced to key moments in the run, plays through headphones.

A tablet on a treadmill showing an avatar and the message 'Great! You have earned your first reward'
Assumption 3 · Rewards

We assumed that…

"Post-workout rewards, and seeing their avatar change, will motivate people to keep working out."

Test: Participants get a reward before running, then have to run to earn another.

Results

Most motivating features

Participant votes

Most motivating features
ControlAvatarAvatar + audioReward
02107

Average motivation

Self-reported, out of 10

Average motivation
ControlAvatarAvatar + audioReward
6.37.08.76.8

Average pace

km/h

Average pace
ControlAvatarAvatar + audioReward
9.69.811.28.4

What we found, and what it meant

Findings

  1. People enjoy working out alongside their avatar. Avatar + audio was every participant's favourite run, and it scored highest for motivation and pace.
  2. Participants found their avatars engaging and could keep in sync with their movements.
  3. The avatar alone wasn't enough to sustain engagement. Audio motivation made the difference.
  4. Rewards motivated some people much more than others.
  5. Participants wanted more customisation, including editing their environment.

Outcomes

  1. De-risked the core proposition: the riskiest assumption, that an avatar would motivate people, held up.
  2. All 12 participants joined the waitlist, early evidence for business partners that the product appeals to customers.
  3. Added a new roadmap element: partnering with gyms to build NXT LVL into their smart fitness equipment.
  4. Planned follow-up interviews to find which rewards resonate, and to sharpen the target market.

My solo study: could this cause harm?

Alongside the team work, I ran a value-sensitive design study on using body-realistic avatars in fitness apps. It asked whether the product lined up with what its stakeholders value, and how it could be misused.

Read the full report: Using Anthropometric Avatars in Fitness Applications: A Responsibility-Informed Design Study (PDF)