This project was part of an interdisciplinary entrepreneurship course I took while on exchange at Queensland University of Technology in Brisbane. Our team consisted of five students from different backgrounds: marketing, finance, engineering, and UX design (me). We were also culturally diverse, with two Germans, two Australians, and myself from Norway. Navigating different disciplines and cultural work styles was a challenge—but also a big part of the learning experience.
Type: Student project (Entrepreneurship course, QUT – Brisbane, Australia)
Role: UX Designer, researcher, facilitator
Team: 5 international students (design, marketing, engineering, finance)
We began by identifying everyday frustrations related to gym routines. Through informal user interviews and online forums, we discovered that many gym-goers find it time-consuming and annoying to manually log their workouts. That insight led us to the core idea: an app that could automatically track repetitions and weights during workouts by connecting to gym machines.
Conducted initial user research and market analysis
Ran ideation workshops using Crazy 8s and affinity diagrams
Mapped key user pain points and value propositions
With the idea in place, we defined how the product should function. We created journey maps to understand the user flow and sketched out core app screens. As we worked through the business model, we also considered technical feasibility and partnerships with gym equipment providers.
Defined MVP features
Created customer journey maps
Built a lean business model canvas
Outlined technical integration concepts
I led the design of our mid- and high-fidelity prototypes in Figma, focusing on a minimal interface that could be used efficiently mid-workout. The team worked together to develop a go-to-market strategy, considering pricing, partnerships, and launch channels.
Although we never pitched to actual investors, we treated it like we would. We developed:
A business model canvas
Go-to-market strategy
A pitch deck
A light financial forecast
We presented our idea to classmates and faculty, receiving great feedback on the clarity of our concept and its real-world potential.
Designed clickable Figma prototypes
Tested the design with fellow students and gym users
Created a pitch deck and business plan
Received peer feedback during mock investor presentations
Validated a real user need through interviews and surveys
Developed a functional Figma prototype illustrating key app flows
Delivered a full business case presentation
Learned to communicate across cultures and disciplines
Designing for physical contexts (like gyms) requires streamlined and distraction-free interfaces
Startups are tough—balancing user needs with technical, market, and financial constraints was eye-opening
Cross-disciplinary teamwork challenges your assumptions and sharpens your communication
Cultural diversity adds new perspectives, but it also requires patience and adaptability
Even in a hypothetical startup, the process of going from idea to action plan is valuable training