A habit a day keeps the doctor away!

Product Strategy, Naming, Branding, UX/UI Design, Development


Being healthy is possible without going through extreme workouts.

To create a product able to improve the user’s well being by generating small changes in their physical activity and nutrition. The aim was to promote changes in habit without putting the user through a great deal of sacrifice, such as impossible workouts and extreme dieting.

Discovery and Research.

Nutritionists and users looking for a life change were interviewed.

We interviewed users and nutrition specialists to find out the key insights about having a healthy life. The target was clear after the first round of interviews, this wasn't an app for athletes, but for people who wanted to make a life change. We had two pillars, collected physical activity data and prepared a meal plan customized for our users. The meal plan was updated every week with adjustment from the exercise data and meals from the week before.

Ideate, Prototype and Test.

A dynamic dashboard based on actions, improvements, and goals.

We needed to test the app but also achieve a synchronization with the Lima wristband. After the first round of testing we realized that the main insight was about changing user habits, specifically about small changes that make a huge difference. For example, not having breakfast makes a person’s metabolism malfunction. So we created a dynamic dashboard with the aim of helping the user modify their daily habits into healthier ones, creating new objectives and adapting to the user’s improvements and goals.

UI Design.

Visual gratifications encouraged gamification for the user to have a pleasant experience while changing their life habits.

Clear data visualization and user engagement were our visual objectives. We created a clear interface with colorful illustrations and animations, and delightful pictures for recipes.

Incorporating Lottie library helped us add animations easily. We wanted a consistent UI and attention to detail was key. We also implemented visual gratifications when user goals were reached as well as illustration badges and animations. These reflected user movement and helped us work the app´s gamification.


An sdk was created to create a strong connection between the app and the wristband.

The implementation of this app had many challenges that we knew we could solve thanks to previous development. To generate quality storage and representation of information in real time we chose Google’s Firebase once again, know that our experience had been more than satisfactory for our TMDG Ediciones product.

Simultaneously, for the app to be realistic and visually attractive, we coordinated with the design team the use of animations in several screens. Many of them were achieved thanks to the implementation of native views but we also used Lottie given our previous satisfaction with this technology in previous projects. Lima wasn’t an exception!


Lastly, we had a big challenge when integrating our own wristband in terms of development, constantly testing to improve the experience. To achieve a connection with the least possible friction, iOS and Android teams worked together designing a library that could support both wristbands. This means that we could receive information in different formats depending on how the manufacturer sends data, which is why the implementation of an SDK wasn’t trivial at all. This allowed the app to have a strong connection with a wristband that gave us detailed information about our users to give them practical and useful advice to modify their daily habits and become healthier.

Quality Assurance.

User testing and earlier problems in development saved us time when testing.

We had several testing stages but the team was mainly aware of the synchronization problems between the app and the wristband, given that in the developing phase we had had problems with the connection with these two and obtaining data.

Those problems were attacked when we implemented a customized SDK for Lima aimed at testing the possibility of connection with our wristband so we could retrieve user data.

During user testing we also identified usability problems that were corrected with the redesign of several screens. This way, we had the possibility of creating personalized components for users to interact in a simple way, avoiding known usability errors in the testing phase.


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