João BatistaProduct Designer

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    SELECTED WORK

    Anvera

    Fitness coaching platform

    Training and nutrition that run on real data.

    CASE 02 / OWN PRODUCT / 2026
    ANVERA / ATHLETE APP IOS / IN BUILD
    MY ROLE
    Founder, Product DesignerProduct strategy, IA, interaction design, UI, design system
    FOCUS
    Athlete appOnboarding, training log, nutrition diary, progress and check-ins
    TEAM
    Solo design, one developer
    STATUS
    IN BUILD

    01 OVERVIEW

    Train with your own data.

    Anvera is my own product. The athlete app logs training set by set, tracks food against calculated targets and reviews progress on a fixed check-in cycle. Coaches work on the same data from the other side. I run the product and the design, from positioning to the component library.

    Measured, not guessed

    Targets come from the athlete's own numbers.

    Logged set by set

    Training is recorded as it happens, not planned and forgotten.

    One check-in rhythm

    Progress is reviewed on a cycle, with the data already in place.

    02 CHALLENGE

    Most apps generate a plan. Almost none keep it honest.

    Automatic plans

    A plan handed over without context is easy to produce and easy to stop trusting.

    Progress scattered

    Training in one app, food in another, weight in a note. Nothing adds up to a decision.

    HOW MIGHT WE

    keep training and nutrition tied to real numbers, without turning the app into a spreadsheet?

    03 ONBOARDING

    Answer six things, leave with a plan you can check.

    Onboarding calculates the targets first and asks for the account after. The result screen shows the maths behind the number, down to the formula, so the plan can be trusted instead of taken on faith.

    Three promises before the sign up: every session logged, macros that follow the phase, progress you can check.

    04 DAILY USE

    The day fits on one screen.

    Home answers where the phase stands, what is left today and when the next check-in happens. Nutrition keeps the same shapes, so nothing has to be learned twice.

    Phase, days to the next check-in, steps, training and cardio volume, then macros.

    05 PRINCIPLES

    Four rules the product is judged against.

    1. P.01Show the mathsEvery target can be traced back to the answers it came from.
    2. P.02Log, then adviseNothing is suggested before there is data behind it.
    3. P.03Same shapes everywhereGauge, bars and cards repeat across the app.
    4. P.04Honest toneNo streak guilt, no fake urgency.

    06 REFLECTION

    Designing my own product changed the order of the work.

    Deciding what Anvera refuses to do took longer than drawing the screens, and it is what keeps the app small enough to use every day.