Trainer-Supporting Fitness Apps

UBQFIT Connects Trainers & Trainees for Video-based Workouts

UBQFIT is a new app that connects fitness trainers and trainees for video-based workout sessions. The app was designed to benefit both trainers and trainees alike by empowering both parties to meet their goals. The app integrates with Apple Watch and the Apple Workouts, and includes gamification features and leaderboards to help users set and meet goals.

Trainees can get interactive 1-on-1 coaching and support from an accepting fitness community. Trainers, on the other hand, can set their own pricing for group and individual sessions, including a la carte or subscription, and create a calendar of their group sessions and one-on-one availability. In addition, trainers also have the option to upload pre-recorded content and charge for these on-demand sessions as they please.

Image Credit: UBQFIT

Video-based Fitness Apps
Disruptive innovation opportunity for startups to create novel features such as gamification and leaderboards to meet fitness goals.
Social Fitness
Opportunities for innovative ways for users to interact with a community of trainers and trainees to support each other's fitness goals through 1-on-1 coaching and group sessions.
Personalized Fitness Training
Opportunities to use technology to create personalized workouts and training sessions for individual trainees based on their needs, goals, and fitness levels.

Where This Applies

Fitness and Wellness
Fitness apps like UBQFIT connect trainers and trainees to create a personalized workout plan, creating opportunities for new startups to connect people through technology and promote wellness.
Gaming and Entertainment
The inclusion of gamification and leaderboards in fitness apps opens up opportunities for companies to create engaging experiences that combine fitness and gaming.
Technology
Technology allows fitness trainers to provide personal training via mobile apps, creating new opportunities for tech companies to develop innovative tools to enhance the fitness experience.
SCORE
2.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 20%
Activity 40%
Freshness 10%