Sprinta - App
<!--
Inside the Build
-->
Client:
Sprinta
Role:
Design Engineering
Year:
2026

Why This Exists
Sprinta was created to turn running into something more engaging than just tracking distance and time.
Most fitness apps focus on metrics. Sprinta takes a different approach by introducing a layer of competition and territory ownership. Every run becomes part of a larger game, where users can explore, compete, and claim areas as their own.
The goal was to create an experience that motivates people to move, not just through data, but through a sense of progress, ownership, and play.
Behind the Build
Sprinta already had an initial version, but the experience was still unclear and didnât fully translate the core idea into something intuitive or engaging.
I was brought in to rethink the product experience and make the concept of territory ownership feel natural and easy to understand from the first interaction.
Working across design and front-end, I focused on simplifying the interface and making the system visually clear. The challenge was to take something relatively abstract and turn it into a product that feels obvious to use, even while running.
Every decision was made to balance clarity and engagement. The app needed to behave like a reliable tracking tool, while also introducing game mechanics in a way that felt seamless and not distracting.
What Makes It Work
Real-time map tracking with territory visualization
Territory capture system based on user movement
Clear visual distinction between owned and contested areas
Gamified experience built around exploration and competition
Simplified interface designed for use while running
Immediate visual feedback during movement
Engagement layer that encourages consistency and progression




The Stack
Designing
Figma
Photoshop
Illustrator
Building
JavaScript
React Native
Expo
Expo Router
Animation
AfterEffects
Lottie
AnimeJs
Mapping & Location
Google Maps API
Workflow
Cursor
Claude Code



