The app tackles the dilemma of gaining motivation and efficiency at workout based on 3 unique features: flexibility, reliability and connection.
Young people (20-35) have a need for workout at home instead of going to gym because they are so busy.
Exploring user needs as support for the app to provide the efficiency and usability. Special features that enable users to continue with Premium memberships.
Product Designer, User Researcher,
I started out as a researcher, did all the planning, the information architecture, wireframing, prototyping as well as the usertesting and finally the UI design. Below you can get a glimpse into the whole process and what this journey taught me.
Following the non-linear UX process, some methods have been applied to this case. Namely what, how and why questions, affinity diagram, card sorting, how might we,...
A long journey until I got the pain points
Competitors not only bring competition but also important lessons. I did a thorough competitor analysis, checked out similar offers and apps and looked at a few of the competitors in depth. I had to analyse which app did well - and why. What made them successful through their reviews? What can I learn from them and take over for my own app?
It was even more essential to find out where the apps did not work. Was the app easy to use? Could you do everything in the app you wanted or did it lack in functionality? Or was it too complicated, maybe? I focused on two main points: usability and efficiency.
I tried to find out what I thought were the pain points and what was the problem. This helped me formulate a problem statement and to define goals in what I wanted to do better with my app. At this point, What, How and Why -method has been used for my very first research on target users.
POV: She needs a personal motivation from friends to create her habit of exercising because she will feel motivated with competitors.
POV: She needs a flexible fitness app that gives her diverse and interesting exercise because she wants to work out differently depending on the time of day.
POV: She needs a reliable app that gives her good instructions to exercise because it gives her confidence to practice on her own.
This step was about creating user personas. This is to ensure that the user's motivations and pain points are never forgotten or out of sight. It's a tool to keep the user the central key point of our design. I created three personas, based on the user interviews and from "How Might We" -method to create POVs leading to the final three “diamond” features of my app.
It’s a great experience to see how your user’s emotion... hints of SOLUTIONS
The personas can be considered as a lead to create user journey maps and user flows. This allowed me to imagine clearly the emotional ups and downs a user might have when navigating the app, and to help me ensure that pain points are caught and taken care of and solution points kept up and reinforced. All to make using this app a pleasant experience!
I had a lot of fun doing this and it is truly a super important step in the process of building your product. Without much hassle, it's easy to estimate what could go on a screen, how to organize things and how to group them. It's an essential step to sketch ideas down on paper, from all the research and theoretical work that was done before.
After a lot of drawing and trying, I went on to build mid-fidelity wireframes in Adobe XD and made these into a clickable prototype for the next step: User tests!
As much as I would have been curious to dive head first into the usability tests, the more sensible approach was chosen: Formulating a test script and a clear test plan. After all, I wanted to make sure that my users feel comfortable while being tested and that my questions allow for good feedback for my prototype. The tests went smoothly and we had a lot of fun, it was super interesting to see what works and what doesn't - and also that I really have to work on my observation skills. This meant I got a lot of valuable feedback but in a professional setting, better observation will be important - especially when I let my users figure out their own disliked points while running the prototype!
Some feedback was about layout and information architecture problems, such as issues finding the right pages or missing items. Other comments were about preferences, dislikes and likes while following the userflows.
There was so much that needed to be done! But the iterative process and working with mid-fidelity wireframes gave me a reason to believe that I didn't waste time by building a detailed, finished product before I looked for feedback and could now already make important changes, before I dug deeper into the design of the app.
The whole process was very intense and I learned a lots. More importantly, people are different, every user has different pain points and opinions, but it is possible to find solutions that make many happy and it's always possible to improve. The stage of ideating opened a new path for me about figuring out possibility of improvement through.
The iterative process, which helps to find problems before too much work was put into a product is an indispensable step. This way it's possible to focus on the important parts and not design something that is bound to fail, as you only later find out users might not like what you made.
I can not wait for more projects to come that teach me even more!