Florin Stoian — Product Designer

Craft that ships.

I design digital products and take them all the way to working software. Five years in product and UX across e-commerce and fitness, after a start in graphic design. The work below is measured where it could be, and honest where it couldn't.

  • 5 yrs in product & UX
  • +68% and +11%, both A/B tested
  • Notch — launching 2026
01 — 03

Selected work

01 / NOTCH — native iOS app · side project

Strength, kept honest.

A workout log for serious lifters, built for iPhone. I made all of it: the idea, the brand, the design system, and the product decisions behind every screen.

  • RoleProduct, brand and design — a one-person side project, end to end
  • PlatformiPhone · native
  • Scope0 → 1, concept to App Store
  • StatusLaunching 2026
4lifters interviewed before anything was built
0 → 1concept, brand, design system, working app
2026App Store launch ahead
Notch — the logging screen, an exercise's history with its estimated-max trend, and the trends view, in the dark Dark Ledger interface
01 The problem — what it is & who it's for
What it is

You log a set in two taps, including how many reps you had left in the tank (that's RIR). The app then answers the question that matters: are you getting stronger? And it keeps the whole record, for good.

Why it's different

Most logging apps chase engagement with streaks, badges and a feed. Notch skips all of it. A serious lifter already knows whether they showed up. What they need is proof they're improving, so the app does the maths and stays out of the way.

Who it's for

People who already lift seriously and track their training. They've outgrown apps that treat every user like a beginner, and they want a record that still means something in five years.

Tagline: Log it. Prove it. Keep it.

02 Research — interviews first, then a survey

Before anything was designed, I sat down with four serious lifters. The same answers kept coming back: they already track their training, they judge how hard a set was by the reps left in the tank, and every app they'd tried buried that under gamification. One ask kept surfacing, too. They wanted to watch their strength hold, or slip, through a cut. That locked the core: RIR at the centre of logging, and strength over time shown honestly.

Once early users were in a private beta, a feature-prioritisation survey decided what got built next. The winners became the app's progress views, which read training from several angles: strength trend per lift, personal records, and muscle-group balance over time.

Persona — Andrei, the serious lifter: the validated user behind Notch, with his goals, behaviours, frustrations, and what he needs from the app, drawn from the four interviews
The persona those four interviews pointed to — the lifter Notch is built for.
03 The brand & the design system

The name does a lot of the work. A ram's horn grows a ring for every year it lives, and training is the same: every session is one more notch. So the mascot is a ram (I call him The Keeper) and the logo is a notched horn. The look is a system I call Dark Ledger: warm near-black, monospace numerals, clean prose, depth from soft frames over a faint ruled background. One rule holds it together: colour always has to mean something.

Notch brand system — the horn mark, the Dark Ledger palette, the type, and the voice
The Notch brand: the mark, the story, the colours and the type.
04 The app

The whole app runs on one move: log a set, see what it was worth. Because it knows how hard each set felt, it can tell a real personal best from a lucky day.

  • Effort-aware loggingTap in how many reps you had left. Now the app knows how hard the set was.
  • Quiet PRsPersonal bests appear calmly, by rep range. No confetti.
  • Honest max estimateYour estimated max over time, adjusted for how hard each set felt, so an easy day doesn't read as progress.
  • Stall detectionFlags a lift that has stopped moving, based on the trend rather than one bad day.
  • Progress viewsStrength trend per lift, personal records, weekly volume and muscle-group balance. The big picture.
  • Kept for goodRoutines, custom exercises, CSV export and cloud backup, so the record outlives the phone.
05 The build, and what got cut

I designed everything and directed AI dev tools (Claude Code, Cursor) through the build. The design lives in the code, so there's no hand-off where details die between a Figma file and the real app.

  • SwiftUIThe screens are the spec. Design and implementation are the same file.
  • SwiftDataEverything saves on the phone, so logging is instant and works offline.
  • SupabaseSign-in and cloud backup, so the record follows you to a new phone.
  • StoreKit 2The subscription and the free trial.

The hard part was deleting. I built a streak counter, liked it, and killed it, because a streak is the exact game Notch is trying to end. The exercise library went from 873 to 438, keeping the lifts a serious program actually uses. Features I was excited about moved to after launch. Anything that couldn't justify its place didn't get one.

06 Where it stands
  • Done The Dark Ledger design system and every screen and feature of the app, built and working.
  • Done Brand, mascot, and the waitlist site live at notchlift.app.
  • Done A full QA pass: green test suite, a backend security review, a class of edge-case crashes designed out.
  • Now Private beta with real lifters, and the last pre-launch fixes.
  • Next App Store submission and the 2026 launch, then the roadmap of things that got cut to get there.
Next — 02 From catalogue to funnel.
02 / THE CONQUEROR — web redesign

From catalogue to funnel.

The Conqueror is a virtual fitness-challenge site. You walk, run or cycle the distance of a famous route, and a real medal turns up at your door. I redesigned its two busiest pages, the homepage and the all-challenges catalogue. Both were meant to win over cold traffic, and both were drowning people in choice.

  • RoleUX/UI designer — research, design, A/B testing
  • PagesHomepage & the all-challenges catalogue
  • TeamShipped with a developer and a CRO
  • Year2025
+68%organic click-through, A/B tested against the old page
2busiest pages on the site, redesigned
1design system underneath, on shadcn
01 The problem — too much, too soon

The job was to win over cold traffic: people landing from a search or an ad who'd never heard of the brand. The old homepage did the opposite. It threw sixty-plus challenges at you in one dense grid, every card just saying “LEARN MORE.” No pitch, no “how it works”, nothing telling you where to look first. And the things that actually sell the product, like the 450k-member community, the medal you earn, and the licensed challenges (Lord of the Rings, Harry Potter), were buried or missing. Show someone everything and they pick nothing.

theconqueror.events — beforescroll ↕
The Conqueror — old homepage: a dense grid of 60+ challenge cards with no clear order
Before: every challenge at once, nowhere to look first.
02 Research — who I designed for

Before redrawing anything, I went to the analytics, and they told a clear story. Most first-timers arrived cold from a search or an ad, met a wall of sixty-plus challenges, and left without picking one. They weren't short on options, they were short on a path. So I designed for one person: a casual walker who wants a reason to move and a medal to show for it. Everything after this is for her.

Persona — Carol, the everyday walker: the cold-traffic customer the redesign was built for, with her goals, behaviours, frustrations, and what she needs from the site, drawn from the analytics
The customer the redesign was built for — drawn from the analytics, validated by the A/B test.
03 The approach

I stopped treating it like a catalogue and started treating it like a path. Where does a first-timer get stuck, and what do they need to see next? Four things guided the redesign.

  • Lead with the pitchOpen with what it is and a quick “how it works”, before any list of challenges.
  • Feature a fewPopular and licensed challenges first. The full list is one click away.
  • Prove it's realThe numbers, the press and the reviews near the top.
  • Give it roomSections you can scan, with one clear thing to do at each step.

How it went: analytics, research, design, then an A/B test. Shipped with a developer and a CRO.

04 The redesign — homepage

The new homepage actually walks you through it. A clear pitch at the top, then a five-step “how it works”, then the proof: 450k members, an 87.93% completion rate, and logos from Forbes, Wired and Runner's World. After that, a handful of popular and licensed challenges, reviews, a money-back guarantee, and the FAQ. The full catalogue is still there, one click away under “View all challenges.” It just stopped being the first wall you hit.

What I cut: the wall. Every challenge used to sit on the homepage. The full list moved behind one click, and the page finally got to do its job.

theconqueror.events — afterscroll ↕
The Conqueror — redesigned homepage: clear pitch, how-it-works, social proof, a few featured challenges
After: a clear pitch, a “how it works”, the proof, and a short list of challenges.
05 The redesign — the catalogue

The catalogue got the same thinking. The old All-Challenges page was a flat grid of medal thumbnails on white. It sold the medal; the feeling of earning one never came through, and your eye had nowhere to land. The redesign leads with photos of real people holding their medals, a line reminding you that over a million others have done this, cleaner cards, and a few nudges like bundles, discounts and “new” tags. Now it reads like a trip worth taking.

/all-challenges — beforescroll ↕
The Conqueror — old All Challenges page: a flat grid of medal thumbnails on white
Before: medal thumbnails on white.
/all-challenges — afterscroll ↕
The Conqueror — redesigned All Challenges page: real photos, dark cards, social proof and merchandising
After: real photos, social proof, and a bit of merchandising.
06 The design system underneath

While the pages shipped, I designed the company design system on the shadcn framework: tokens and components in Figma that matched what developers actually built. One source of truth, used by the dev, campaign and creative teams. It kept every page after this one consistent, and it's part of why the pricing work below could move fast.

The A/B test settled the argument: organic click-through rose 68% against the old homepage.

Next — 03 Three buttons became one.
03 / THE CONQUEROR — pricing step

Three buttons became one.

The pricing step of the same acquisition funnel. Three pricing tables sat side by side, each with its own call to action, and the step where money changes hands asked people to solve a comparison puzzle first.

  • RoleUX/UI designer — design and A/B testing
  • WhereAcquisition funnel · pricing step
  • TeamShipped with a developer and a CRO
  • Outcome+11% conversion
+11%conversion, A/B tested
3 → 1competing calls to action, compressed
4–5test rounds to get it right
01 The problem — a comparison puzzle at the money step

Three plans, three tables, three buttons. Every table pitched its own call to action, so the page competed with itself. People had to work out the differences between plans before they could act, at exactly the point in the funnel where hesitation costs the most.

Before — three tables, three competing CTAs

Choose plan
Choose plan
Choose plan
Recreated for this case study — the shipped pages belong to The Conqueror.
02 The idea — one decision at a time

Compress the choice. One selector holds the plans, picking one is a tap, and a single call to action sits under it. The comparison still exists, it just stopped being a layout. The page asks one question at a time: which plan, then go.

After — one selector, one CTA

Monthly Yearly Lifetime
Start the challenge
Recreated for this case study — the shipped pages belong to The Conqueror.
03 The rounds

It took four or five A/B rounds to get right. The selector, the copy around it and the defaults were adjusted round by round, each version tested against the last one live. The design that shipped is the one the numbers picked.

04 Outcome

Conversion through the pricing step rose 11%. The lesson travelled well beyond this page: pages stop competing with themselves when they ask one decision at a time.

One selector, one button, +11% conversion — settled by the A/B test.

Back to 01 Strength, kept honest.
·

About

Florin Stoian

I take rough ideas and make them real.

I started in graphic design and moved into product. I design the product and I get it built, with a team or, on Notch, by directing the build myself. I put work in front of real people early and keep what holds up. I like a clear point of view, and I'm happy to walk through why I made the calls I did.

What I do
  • Product & UX designFrom the problem and the research to flows that ship, mostly on e-commerce and fitness products.
  • UI & visual designInterfaces with a point of view, down to the empty states and edge cases.
  • Design systemsTokens and components that keep a product consistent: shadcn on the web, a custom system on iOS.
  • Research & testingInterviews, surveys and usability tests, then A/B tests and analytics to see what held up.
  • Brand & identityNames, marks and voice. Notch's mascot and look are mine from scratch.
Toolbox
  • FigmaWhere the design, the prototypes and the systems live.
  • Adobe CCThe graphic-design years never left; they show up in the visual work.
  • GA4, Hotjar & A/B toolsWhere design opinions go to get tested.
  • Claude Code & CursorThe AI dev tools I direct when I take a build end to end, like Notch.

Let's talk

Let's make something
worth keeping.