IntakeCalorie tracking without the chore

A calorie counter that makes logging a meal quick. See what you ate today and how close you are to your goal.

Role
Research, design, agentic coding
Tools
Claude Code, Figma
On your phone
View on phoneScan to open it on your phone.
Live demo · try it here
01
Why I built it

Why I built it

Most calorie-tracking apps are far too complicated for someone on a casual diet. I’ve looked through the big ones (MacroFactor, MyFitnessPal, Cronometer), and they’re great if you want a deep nutritional analysis of your meals. But if you just want to count calories, all the extra features quickly become overwhelming. Even logging one item is a chore: you search a food database, scroll past a dozen versions of the same sandwich, pick a serving size, then do it all again for the next thing you ate.

I wanted to make something simpler: a calorie tracker built for speed, where logging what you ate takes as few taps as possible.

Problem statement

Logging a meal should take seconds, not a search.

Numbers only

Type the calories. No food search and no serving sizes.

One glance

Open the app and know how much is left today.

Fun to open

Bold enough that checking in doesn't feel like a chore.

02
Finding a look

Finding a look

Before sketching anything I collected apps and posters I liked and sorted them into four groups. Each group answered a different question about how Intake should feel.

Color

One loud color on near black. A single red can carry a whole app.

Shape

Big circles and bold cutouts. A shape can show progress better than a plain chart.

Stats

Lead with one huge number and keep the charts simple.

Attitude

Poster energy. Heavy type and hard edges with a little bit of fun.

03
Sketching the dial

Sketching the dial

Every sketch started from one idea: your day is a dial that fills up as you eat. One version set what you’ve eaten against your goal. The other put a keypad right under the dial, so logging never leaves the main screen.

From sketch to screen

  1. Rough sketch

    Just the layout. Where the dial, the number and the keypad go.

  2. V1

    The number in a small readout off to the side, with the dial left empty.

  3. Paintover

    Blocking in color and shape right on top of a phone frame.

  4. Final

    Clean shapes, digital digits, and your goal as a percent up top.

04
From Figma to an app

From Figma to a working app

I designed the three main screens in Figma as static images, keeping in mind all of the features I wanted to have in the application. Then, I exported the static images as an SVG and gave it to Claude to begin prototyping and demoing the user interface. With Claude I added animations and logic to the designs to make it a working product.

05
The final design

The final design

Three screens, each with one job.

Home: the day at a glance

  • Calories left, in the biggest type on the screen
  • The dial fills up as you eat
  • Tap the day badge to look back at another day
  • Tap the dial to log a meal

Log: it works like a calculator

  • Type the calories and press = to add an item
  • Add a few items to build one meal
  • Tap the dial to add the meal to your day
  • The top shows how much of your goal you've used

Stats: your week on one screen

  • Your average calories over the last 7 days
  • A bar for each day against your goal line
  • Dots for how many meals you ate each day
  • The times you usually eat