Fitness App

Fitness application created in 2020 for iOS and Android.

Mission

A creative application design for an integrated approach to fast and efficient fat burning. Users get fit through progress tracking and regular training. A compact, effective and vibrant user interface makes the design of this weight loss application stand out amongst hundreds of training apps for girls.

The Challenge

The app had to be compact, with an efficient and vibrant user interface that would make the design of this weight loss app stand out among hundreds of workout apps for girls.

Decision

We focused on creating a convenient and creative application with a user-friendly interface that will allow girls whose age matches the target audience to conduct effective weight loss workouts.

Features:
  • Animation and video tutorials were similar to a personal workout trainer.
  • Full body training at home including buttock training, core training, leg training, weight loss, and fat burning.
  • Trainer tips in each exercise help you use the right form for the best results.
  • Track weight loss progress and calories burned.
  • Designed for both beginners and professionals as a personal trainer.

My Role

UX/UI Designer

    Tools Used

    Figma,
    Google doc,
    Adobe Suite

    Protect Duration

    5 weeks

    Usability Testing

    20 people
    12 personal interviews

    Process

    Empathized and learned about our users

    • User interviews
    • Stakeholder interview
    • Survey
    • Data analysts
    • Metrics
    • Competitors
    • Observation
    • Clustering insights
    • Context mapping
    • Customer journey map

    Defined our users’ needs, real problem and discovered our insights

    • Personas
    • Empathy map
    • User journey
    • Storyboard
    • Problem statement
    • Task analysis
    • Comparative analysis

    Ideated by challenging assumption and creating ideas for innovative solutions

    • Brainstorm sessions
    • Mind maps
    • Affinity maps
    • Storyboards
    • Card sorting
    • User journey
    • User flow
    • Information Architecture
    • Business model canvas
    • Design principles

    Prototyped to implement the solutions and simulate user experience

    • Detailed user flows
    • Micro-interactions
    • Mockup
    • Interactive prototypes
    • Wireframes
    • High-fidelity design
    • Design hand-off
    • HTML/JS prototypes

    Tested solutions. Validated with users

    • Usability testing
    • A/B testing
    • SUS surveys
    • Heuristic evaluation
    • Quality assurance
    • Analytics
    • Performance testing
    • Observations
    • Desirability evaluation
    • Metrics

    My contribution:

    Observation, persona creation, user flow, design principles, micro-interactions, mockups, wireframes, low-fidelity and high-fidelity design, a/b testing, heuristic evaluation, and observations.

    Empathize Phase

    Observation

    Empathize was the first stage of our design thinking process. We conducted research to get a personal grasp of our users’ needs. I observed how they interacted with similar applications on iOS and Android and consulted with them on all my empathy interview questions. It was necessary to reject the approximate hypothesis to get a real sense of our users’ needs. This way, we could understand users’ experiences, motivations and problems.

    1. The main question I asked people was why they did or said something.
    2. To understand users’ behaviour I asked them to tell me about the last time they did the onboarding part at any fitness app and what exactly was useful for them and why.
    3. Looked for inconsistencies in their experiences because they often hid interesting insights. Some people said and reacted in a different manner to the same action.
    4. Every interview session was between 35 – 50 minutes. I’ve found that the best time is around 40-45 minutes to conduct effective research, as it gives me time to prepare for the next interview and doesn’t seem that long to the interviewer.

    Observation results

    Methods for the observation that I used.

    1. “Day in the Life” Home Observation
    With some users, I went out to where they were in real life, tracked how the interaction happened, and asked them questions about their experience.

    2. Remote, online through Zoom, teems calls
    Used online tools to conduct my research and record the data. I’ve found that it is best to audio record sessions, even if I have a video recording.

    In either method, I used observation questions:

    • How do users interact with applications in their home?
    • What type of questions are they asking?
    • What actions exactly do they struggle with?

    1. Onboarding process


    Users wished to have an opportunity to set up an individual program. This program should reflect the level of physical fitness of the body.

    Also, a large number of requests were asking to create the ability to track their progress in the onboarding process.

    • Physical fitness of the body 87% 87%
    • Tracking feature 78% 78%

    2. Preferences

    One of the highest priorities among all of the participants was a request to have the opportunity to work on individual problematic parts of the body.

    • To work on individual problematic parts 98% 98%

    3. Profile settings

    Some users mentioned the ability to manage their own profile settings. “Would be fun to have the opportunity to add/change my photo…”

    • Pesonalize profile settings 68% 68%

    Define Phase

    Persona creation

    My next contribution was the creation of a user persona.

    Ideate Phase

    User Flow Diagram

    User flows simplified our design process and paved the way for an intuitive user experience.

    Design principles

    Worked on design principles that should be applied to our app.

    Aesthetic-Usability Effect

    Users often perceive aesthetically pleasing design as design that’s more usable.

    Doherty Threshold

    Productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other.

    Fitt’s Law

    The time to acquire a target is a function of the distance to and size of the target.

    Goal-Gradient Effect

    The tendency to approach a goal increases with proximity to the goal.

    Hick’s Law

    Users often perceive aesthetically pleasing design as design that’s more usable.

    Jakob’s Law

    Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.

    Law of Proximity

    Objects that are near, or proximate to each other, tend to be grouped together.

    Law of Prägnanz

    People will perceive and interpret ambiguous or complex images as the simplest form possible, because it is the interpretation that requires the least cognitive effort of us.

    Law of Similarity

    The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated.

    Law of Uniform Connectedness

    Elements that are visually connected are perceived as more related than elements with no connection.

    Miller’s Law

    The average person can only keep 7 (plus or minus 2) items in their working memory.

    Occam’s Razor

    Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected.

    Parkinson’s Law

    Any task will inflate until all of the available time is spent.

    Peak-End Rule

    People judge an experience largely based on how they felt at its peak and at its end, rather than the total sum or average of every moment of the experience.

    Postel’s Law

    Be liberal in what you accept, and conservative in what you send.

    Serial Position Effect

    Users have a propensity to best remember the first and last items in a series.

    Tesler’s Law

    Tesler’s Law, also known as The Law of Conservation of Complexity, states that for any system there is a certain amount of complexity which cannot be reduced.

    Von Restorff Effect

    The Von Restorff effect, also known as The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered.

    Von Restorff Effect

    The Von Restorff effect, also known as The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered.

    Prototype Phase

    Wireframes with prototyping

    To implement the user flow, low and mid-fidelity wireframes were created, which outlined the drawings of the application screens. They helped us communicate the main idea of the product.

    Low-fidelity wireframes

    Splash screen, welcome screen, onboarding screens,  preferences, sign in, create account, verify code, new password.

    Complete your profile, home screen, workout process, and review screens.

    Mid-fidelity wireframes

    01. Splash Screen
    02. Welcome Screen
    03. Onboarding
    《  scroll gallery  》
    04. Preferences
    《  scroll gallery  》
    05. Sign In
    《  scroll gallery  》
    06. Create Account
    07. Verify Code
    08. New Password
    09. Complete Your Profile
    《  scroll gallery  》
    Choose from Gallery
    《  scroll gallery  》
    Take Photo
    《  scroll gallery  》
    Success message
    10. Home Screen
    Exercises
    Report
    User
    11. Workout process
    《  scroll gallery  》
    Congratulations
    Training history
    Step Counts

    When testing the product, studies showed that communication interaction was successful. The success rate for all tasks ranged from 75% to 87%.

    | Direct success rate
    The number of completed tasks with direct success was 10 and the total number of completed tasks was 8 1/2

    | Indirect success rate
    The number of completed tasks with indirect success was 7 and the total number of completed was 5.

    However, there was a repeated request to add a review function. When developing a high-fidelity version of the product, we additionally developed this function to satisfy the users.

    7

    High-fidelity wireframes

    • Splash Screen 1% 1%
    • Welcome Screen 3% 3%
    • Onboarding Screens 5% 5%

    The onboarding screen was a necessary part of our product design. The structure was created for a logical and easy-to-use approach. It leads the user on and gives them the motivation they need to engage with the rest of the app.

    We focused on a few screens for successful onboarding and what exactly the user should expect in the flow:

    • Setting the problem targets
    • Set up an individual program
    • Tracking the progress
    • Preferences 15% 15%

    The flow led to the seven screens that would allow users to manage their preferences.

    • Sign In, Create Account, Verify Code, New Password 40% 40%

    Part of the onboarding was the registration process to create a proper relationship with our users and to help them understand what should they do to to perform desirable actions.

    We focused on a few screens for successful onboarding:

    • Sign in
    • Create an account
    • Verify code
    • New password
    • Welcome page.
    • Complete Your Profile 60% 60%

    Part of the design thinking process was to model user behaviour and ask them to fill out their profile while they were doing the login process.

    Users could upload their own photos or take selfies. Consequently, the account will become more personalized.

    • Home Screen 70% 70%
    • Workout process 90% 90%

    Part of the design thinking process was to model user behaviour and ask them to fill out their profile while they were doing the login process.

    Users could upload their own photos or take selfies. Consequently, the account will become more personalized.

    • Feedback Screens 100% 100%

    After completing the high-fidelity prototype, we conducted an A-B testing research. That increased the direct and indirect success of completed tasks to 1 1/2 points for each one.

    Thank you for your attention!

    Ready to make a real creation?

    Let’s create together!