Nymbl Bladder

Nymbl is a digital balance training app designed to help older adults enhance stability and prevent falls. As part of this mission, the Bladder Program within Nymbl offers a dynamic and engaging learning experience, empowering older adults with the tools and training needed to manage urinary urgency and improve their overall quality of life.

Overview

Nymbl, initially focused on balance training for older adults, aimed to expand into educational solutions, including a new program for urinary urgency. I led the design of this program, working with clinical experts to translate their knowledge into an intuitive user experience. My role encompassed user flows, wireframes, user testing, and high-fidelity prototypes, ensuring the app evolved to support future growth. I collaborated closely with the development team from ideation to launch.

Through a fun, engaging educational program, we re-engaged 57% of churned users and improved symptoms for 55% of users leading to a 4% increase in usage-based revenue.

Role & Duration

Lead Product Designer

Product strategy, User Research, Content Management, Wireframing, Prototyping, Usability Testing, Hi-Fidelity Design, Development Support

4 months

Clinical subject matter experts

This project was deeply informed by clinical expertise. We collaborated closely with our Head of Clinical and Director of Women’s Health to identify key goals for clinical improvement. The challenge was to seamlessly translate complex clinical information into a clear, engaging, and effective experience for all users.

Talking to older adults

Urinary urgency is a sensitive subject, so we wanted to approach this new program with care. Through one-on-one interviews and a dedicated focus group, we discovered that many older adults saw urinary urgency as an unavoidable part of aging—one that doctors could only address with medication. Many older adults were not keen on adding yet another medication to their list. This insight revealed a valuable opportunity to introduce non-invasive strategies for symptom improvement. By combining education with simple pelvic floor training techniques, we aimed to help users build everyday habits that lead to lasting improvement over time.

A brain dump to an organized education plan

It started with a Miro board. Quite a large one. The clinical team consolidated their expertise into a single space, exploring ways to present complex information in a clear, digestible format. This may have been the most fun part in this project, and perhaps my favorite part of product design as a whole. We were able to take something that was a million ideas and tame it into something we could present clearly in a digital experience. Given the many strategies for improving urinary urgency, we decided to organize the content into structured “modules.” These modules became the foundation of a universal program framework, guiding the design process through three key phases: content delivery, knowledge checks, and real-life application.

Measurable clinical impact
Demographic variations
Common causes + risk factors
Physical intervention methods
Competitive analysis of health training programs
Lifestyle modification
Psychological approaches

Home Screen

Conceptualization + Solution

With a clear content delivery plan, we were able to design our first structure of the program. Our main goal was to communicate what course users were currently on, what was next, and what were some quick, little nuggets of information they could check out if they didn’t want to go through a whole lesson.

Concept

Idea:

  • Introduced a module entry point without daily lesson requirements to allow flexibility
  • Organized quick tips into categories using a situational context

Reflections:

  • To introduce some novelty, we wanted to add a new “quick tip” every week instead of providing every tip behind categories
Final Solution

For the final version of the education home screen, we added visual elements and copy updates. We swapped “modules” for “courses” to keep things feeling familiar and approachable. We also reworked the Quick Tips section—now, users see just one new helpful tip each week, keeping things simple and bite-sized. These tweaks made the experience feel smoother, more engaging, and just a little more fun!

Courses

Conceptualization + Solution

Our initial course entry design grouped quizzes and challenges together and used a simple lesson layout with text and images. In the final design, we adopted an article-style format for clarity and introduced tabs to separate learning from activities.

Course Wirefames
Course Final Designs

Training

Conceptualization + Solution

Another key aspect of the program was incorporating physical activity. Education helped older adults understand that small changes in daily routines could reduce urgency. However, combining these changes with pelvic floor exercises could provide even better results.

Training Wirefames
Training Final Designs

Impact

The entire team of clinical experts, content writers, developers, and more collaborated extensively to deliver this program to older adults seeking alternatives to medication for urinary urgency relief. Seeing the impact of our work and the positive results it achieved was incredibly rewarding.

55%
of users experienced symptom relief
57%
of churned users re-engaged
4%
increase in engagement-based revenue

Reflection

Defining the MVP

When working with the clinical team, we aimed to define the best way to deliver value and drive clinical change while staying aligned with the product roadmap. Key elements, like results and progress tracking, were still missing from the experience. To phase in the new program, we prioritized releasing actionable experiences, such as learning and physical training, first. This allowed us to observe user interactions and assess how the product impacted their daily lives before ideating the best way to illustrate progress.

Allocating Skills

This project included various design elements such as illustration and animation. As the leading product designer, I had to prioritize my time effectively. With a tight deadline, our goal was to launch the first version quickly to gather user feedback and iterate. To streamline efforts, we relied on a contract graphic designer for illustrations of bladders, pelvic floors, and the elevator while I focused on structuring and refining each course’s content strategy and flow.

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