Mindsett Fitness

MY ROLE: UX Designer
MY RESPONSIBILITIES: UX Research, UX Design
DURATION: 1 Month

Project Summary

Due to the COVID-19 stay at home order, digital resources are more likely to be utilized than ever. The shift to using online resources and apps has become a new norm. Companies like Alo Moves have seen a “300%+ increase in engagement on their platform and their YouTube channel where they host free classes for the community at large has seen an increase of over 40% in views and up to a 50% increase in watch time” (Forbes, 2020). 
Our client wants to learn about how employed adults use digital apps to workout from home, including what goals they aim to achieve when using these apps. We want to learn what needs exist in the market, so we can implement these features within our product.

My Role:

As the lead UX/UI Designer for this solo project, I successfully executed the entire research process and testing. I was responsible for developing the wireframes, low to high fidelity prototyping, usability testing, KPI identification, and goal setting.

Tools:

  • Google Meet and Forms to execute user testing

  • Miro and Google Sheets to organize results

  • Mobbin for competitive analysis

  • Figma to design wireframes and prototypes

Discovery

To better understand our target audience, I conducted interviews with 5 employed adults who are currently using digital fitness resources at least once a week. We learned that motivation helps keep fitness app users on track including live classes and challenges. 

To support these findings, a survey was conducted with 473 respondents to better understand users' needs in regards to live fitness classes and challenges, as well as checking if these needs are held by the greater population.

KEY FINDINGS 

Working adults want to stay active while at home, but have a hard time getting motivated on a daily basis. They enjoy scheduled workouts from influencers, and challenges to hold themselves accountable.

The digital fitness industry may place too much focus on creating content rather than providing motivation and accountability. I have identified an opportunity to build a digital fitness app which focuses on goal based plans and corresponding workout options.

FEATURE IDEATION & PRIORITY

Through research our team identified key issues within the market, and used “How may we” statements to identify corresponding solutions. To narrow scope, we conducted Feature Ideation and priority mapping to isolate three key features to implement within our product.

KEY FEATURES:

  • Integrate profiles for independent fitness trainers which allow them to upload content.

  • Include functionality of live classes to motivate users to be active.

  • Workout schedule which allows users to choose from suggested plans, or add on demand or live classes.

Design

CONCEPTS & SKETCHING

To start visualizing the identified features of our app we sketched layout options on paper. The “Crazy 8” method shown to the right was used to discover the layouts we wanted to develop to a high fidelity prototype for user testing.

LOW FIDELITY PROTOTYPING

Low fidelity prototypes were created for one user flow to progress to high fidelity prototypes for user testing. The user flow shown is what a user would see when viewing a live class schedule, clicking to learn more about the class and instructor, and adding to their schedule. 

Initial TESTing

VALIDATION, USABILITY, FEEDBACK

Before proceeding to high fidelity prototyping, we conducted user testing to validate user flow.

Design Reiteration

LOW FIDELITY REITERATION

With the insights from user testing, we implemented two changes to the prototype.

HIGH FIDELITY PROTOTYPING

From user testing with the low fidelity prototype, we identified changes that were made before implementing a higher fidelity prototype for development. 

ACCESSIBILITY

Accessibility is an essential step in designing digital products. It is important to ensure your product can be seen and used by a wide variety of users including those who may have visual difficulties. We assessed our prototype for accessibility using WCAG accessibility guidelines to improve our product.

GOAL SETTING

Goal: Increase number of live classes taken within the app.

Signal: Number of users who added a live class to schedule.

Metric: Track where users are dropping off in the app.

Data: 50% drop off rate when users do not add class to schedule from detail page.

Hypothesis: Users may be frustrated by the lack of CTAs which is hindering users from proceeding with signup on the detail page. Adding an additional Call to Action button on page will increase the conversion rate.