My Role: UX Designer and creator leading the app and responisve website design from conception to delivery.
The Problem: Recent studies have shown that physical activity is in a decline with the influx of professionals working from home. Not getting enough exercise can lead to anxiety, depression, and even disease.
The Goal: Create an accessible gamified experience that encourages physical activity.
Research
A combination of user research and empathy maps exposing the target users’ needs. All participants addressed concerns about not being active enough throughout the day, but didn’t have specific ideas on how to incorporate daily activity during their normal routine.
Competitive audit
An audit on competitor’s websites and apps was conducted. This research helped identify areas and opportunities to improve on the exercise space.
Lo-fi wireframes were created for each of the major screens within the app.
In preparation for the first round of usability studies, I prepped a low-fidelity prototype in Figma for testing.
Usability Study
Based on insights from the usability study certain UI elements were modified to provide clarity. For example, the daily activity tracker was updated to differentiate its look from the activity timer. Additionally the ability to see weekly progress was added to the home screen.
Additional adjustments were made to the design by adding a “Get Ready” timer that allowed the user to get into position before the exercise started.
Hi-Fi Mockups
After a second usability study was completed, Hi-Fi screens were created and prototyped for the app
Conclusion
Next Steps
Moving forward additional test would be required to determine use and longevity of these habits.
How often do users return to the app?
What incentives besides the gamification could be implemented for user retention?
Does this app help increase physical activity?
Do users want more personalization, etc.?