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EatBeat

A mobile app for mindful nutrition. Onboarding and paywall redesign: reducing drop-off, simplifying the flow, and increasing conversion.

80%+ New user retention after onboarding redesign
70%+ Of users complete the introductory onboarding
+60% Progression to the main app after paywall redesign
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Role Product Designer
Duration ~1 year
Team BA, Devs, UX Writer
Tools Figma
Context

EatBeat is a mobile app for iOS and Android that helps users eat a balanced diet without strict restrictions. The product is built on the Nordic Nutrition Recommendations and uses AI to analyze meals via photo or barcode scanner.

The core mechanic is a personal Health Score that turns daily nutrition into a clear, actionable goal. I joined the project after the previous designer.

Objective

Full onboarding redesign, split into 3 modules: the Welcome module (app overview), the Introductory module (goals and physical parameters), and the Paywall. Reduce drop-off at each stage and increase conversion to the main app.

Approach
  • Analysed each module through competitive audit, funnel data, and current-state review.
  • Formed hypotheses, designed, and iterated in short cycles with the team.
  • Applied UX principles: Hick's Law, cognitive load, progressive disclosure.
  • Evaluated results and refined through post-release iterations.
Key Decisions
01

Welcome Onboarding

Problem

Around 30% of new users were leaving the app on the very first screens.

Before
Welcome Onboarding — Before
Solution

Reduced the onboarding to 5 screens. Replaced overloaded slides with monochrome illustrations on solid color backgrounds. Rewrote the copy together with the UX Writer: the core message in a large, high-contrast headline, supporting detail in the description. The final screen was redesigned to feel like a natural end to the welcome flow with a clear call to action. Added swipe navigation between onboarding screens.

Result

After several iterations, new user retention at this stage exceeded 80%.

After
Welcome Onboarding — After
02

Introductory Onboarding

Problem

High drop-off on the data collection screen: seven fields on a single screen, some of which required manual keyboard input.

Before
Introductory Onboarding — Before
Solution

Split the introductory onboarding into separate steps with a progress indicator. Replaced manual text input with an interactive scroll for height and weight, and an age selector instead of a date-of-birth field. For units, instead of choosing between metric and imperial, I gave users a direct choice of ft or cm: some users simply do not know the terminology. The app remembers the selection and carries it forward to the next step. Reframed all headings as questions with a short explanation of why each piece of information is needed and a note that it can be changed in settings.

Result

Time spent on this part of the onboarding decreased. Data accuracy improved: users stopped making random selections just to skip screens. Over 70% of users now complete this module.

After
Introductory Onboarding — After (1)
Introductory Onboarding — After (2)
03

Paywall

Problem

The highest drop-off point in the entire flow. Users did not understand what they were getting or what they were agreeing to.

Analysis

I reviewed the screen and compared it against competitors that have been on the market for years. Three problems emerged: information overload with no clear benefit, weak copy, and a confusing plan selection structure. The mandatory 7-day trial was perceived as a condition rather than a perk. Users were afraid of this screen.

Before
Paywall — Before
Solution

Rewrote the headline as a call to action that immediately communicates the value of subscribing. Copy became more transparent: clear benefits and straightforward terms. Instead of a forced 7-day trial, users can now choose the plan that suits them directly, with the trial period turned into a separate toggle they can switch on or off themselves.

Result

Users became more confident on this screen and more willing to proceed, whether with a subscription or without. The rate of progression to the main app increased by 60%.

After
Paywall — After
Outcome

Three modules, three different types of problems. In each case the solution came from reducing cognitive load: fewer choices, clearer copy, simpler structure. Not a redesign for its own sake, but targeted work on the points where drop-off was highest.

The most effective change across all three modules was not adding new elements, but removing unnecessary ones.