My Team and I were challenged to find an area for opportunity and work on a solution. After some market analysis we decided to focus on fitness and primarily how it caters to those who are less motivated to participate in traditional fitness.
Competitive matrix
User Interviews
Competitor Analysis
Persona Development
Journey Mapping
DesignStudio
Sketching
Wireframes
Iterative
Testing
Rapid Prototyping
Usability Testing
Full Spec Doc
Sketch
Invision
Adobe CS
Keynote
Zeplin
UX Designer
UX Researcher
Branding
Adam El-Kahtib
Eric Goldberg
Our Team discovered that users were struggling achieving fitness goals because of a lack of adequate incentives, accountability and balance of effortless fun. We found a opportunity to create a product that camouflages fitness using the insight of gamification and need of community
We chose to stick to a native IOS app. We will need access to the accelerometer in the phone and the user mentioned to have a iphone and many had some sort of accountability or fitness app native on their cellphones. This and the platforms ability to potentially add accessories like a fitness tracker can be essential. Furthermore, Access to the camera may also be necessary.
After completing the user interviews, we gathered the data together and created an affinity map. Using the affinity map, we uncovered the major pain points of the user. We uncovered that the major pain points were that users were confused with how to complete certain tasks due to unclear navigation, they were unsure about direction, due to lacking an effective on boarding process, and a lack of credentials and customization for product sharing. After the research was synthesized, personas were created in order to humanize the data.
Users are more
accountable when
with a Group.
Working out is easier
when made into an
enjoyable experience
User are more satisfied
having goals and
tasks set for them.
User's are ofter
unsatisfied with their
current activity levels.
To better understand our user and ensure that the full design process continued to be guided by their needs the persona emerged.
How might we help Steve maintain the motivation and interest to accomplish his activity goals while continuing to be able to navigate his busy work and social life?
My team and I wanted to ensure that all of our features spoke directly to our users to do so we used exact quotes and current behaviors to lead our feature prioritization. These finding were found through out two different rounds of interviews.
Allowing user to play with their friends will assist with the user's need for peer accountability.
All user's mentioned that they enjoyed video games and being consistent with their game play.
Daily quests hold user accountable for their individual goals.
Users mentioned that motivation was at times hard to maintain and that they often reacted better if they had external forces holding them accountable
The Badges assists with accountability and also provides the user a sense of accomplishment. Users mentioned gaming systems like missions and levels motivated them.
User's mentioned that a sense of community played an essential part to success in numerous settings. And ability to communicate and interact allows for a larger sense of community.
Our first paper prototype incorporated an team oriented game meant to motivate the user through social interaction. However the user seem to not quite understand how the game would function. And Found that the reward system was not clear.
Using this information we began to slowly transform the product. But upon our first user testing we found our selves back at the drawing board. The feed back we received was that gamification was not clear enough. And we began to think what does gaming and fitness look for our user. What did our user mean when they stated they needed a sense of a larger community. Our team went back to our interviewees got clarification asks follow up questions which led to the final 3 of our features. Quests, Badges and notifications. It also redefined fitness for our user. We understood Steve better and what he needed and came up with out final Product LVL UP
While everyone tested was able to complete the tasks asked of them, there was some confusion about the placement of “daily” quests and “current” quests on the profile screen leading to a bit of searching to see how added a quest affected the “profile” screen.
Users cited having a “Add Quest” button directly was mildly confusing as they would need the information given by clicking the splash art to see the details of the quest.
Recommendation:
Switch the positions of “current” quests and “daily quests”
Remove “Add Quest” button from “Quest log” screen.
For our next steps, we proposed that LVL Up explore:
User testing on the quest flow and story lines to see what our user would qualify as fitness and how they expect to progress.
Follow up with users on how successful the product truly is in maintaining a health routine and fitness schedule.
Integrate and test Geo location capabilities for team work on quest and expand quests tracking.
Expanding bag items and rewards and how users believe this system helps user interaction and motivation.
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