FitApp Case Study
UX, Research, UI Design, Storyboards, Prototype, Wireframes
Overview
PROJECT • PRODUCT • PROBLEM • GOALS
The Product:
Fitness mobile app for busy fitness enthusiasts, in urban or suburban regions, ages 18-62
Project Duration:
November 2022 to February 2023
The Problem:
Customers (users of the FITfind FitApp) want to solve pain points for the following:
• take fitness classes anytime or anywhere to accommodate busy schedules
• find local classes to maintain health and wellbeing and
• network with other fitness enthusiasts for opportunities
The Goal:
Our Fitness Mobile App FITfind will let users Increase individual health (exercise) which will affect how users feel about their health by giving them ability to easily find new local classes, on-demand online classes, and network with other users.
MY ROLE & RESPONSIBILITIES
User Experience Designer • Information Architect • Interactive Designer • UX Writer • UX Researcher
Developed user journey-maps, user stories, affinity maps, competitive analysis, wireframes, storyboards, using persona demographics and data from Usability Studies. Created low-fidelity and rich high-fidelity mockups and UI assets for user interface. Provided user research data for design of a responsive mobile application. Wrote UX copy for app.
UNDERSTANDING THE USER
USER RESEARCH • PERSONAS • PROBLEM STATEMENTS • USER JOURNEY MAPS
Research Goals:
We’d like to figure out specific difficulties users encounter when they try to complete the core tasks of purchasing On Demand fitness classes, specifically navigation and menu task options.
Second Usability Study:
Our first usability study was on December 27, 2022. On February 5, 2023, we conducted a second usability study with five participants of various demographics using unmoderated survey study including methodologies, research questions, prompts, and questionnaire, during Jan 30-Feb. 6, timed for 25-30 minutes.
Important Findings:
Significant changes were revealed during the two usability studies resulting in iterations that improved the overall design of our FITfind FitApp focusing on the users’ pain points, problems and goals statements, journey maps and user flows. Overall, user’s’ wanted easy to use navigation, menu features, and intuitive functionality that solved their workout goals (local and online fitness) availability and networking capabilities.
UNDERSTANDING THE COMPETITION
COMPETITIVE ANALYSIS • COMPETITOR AUDIT REPORT
DEFINE & EMPATHIZE
Pain Points
USER STORIES • USER JOURNEY MAPS
Personas
User Journey Maps
User Flow Diagrams and Story Boards
IDEATION & PROTOTYPES
PAPER WIREFRAMES • DIGITAL WIREFRAMES • LOW-FIDELITY WIREFRAMES • USABILITY STUDIES
USABILITY STUDIES • SCOPE • THEMES • INSIGHTS • AFFINITY MAP • ITERATIONS BASED ON UX STUDIES
MOCKUP PROTOTYPES, USABILITY STUDIES & ITERATIONS
MOCKUPS • HIGH-FIDELITY PROTOTYPES • USABILITY STUDY TWO • ACCESSIBILITY
MOCKUP PROTOTYPES, USABILITY STUDIES & ITERATIONS – phase two
USABILITY STUDY TWO • AFFINITY MAPPING
ITERATIONS BASED ON FINDINGS, INSIGHTS, USABILITY STUDIES & ACCESSIBILITY
ITERATIONS • HIGH-FIDELITY MOCKUPS • ACCESSIBILITY
High Fidelity Prototype
TAKEAWAYS • NEXT STEPS
Impact:
Overall Participants and Peers found FITfind app “easy to use, simple to navigate” and said they would use this app in real-world settings.
The Iterative Process allowed me to see how invaluable User Interviews and User Research provide real-time feedback improved designs. Following the UX best practices and processes allowed more successful outcomes.
What I learned:
The iterative process uses user research methodology tools, measuring tools like usability study, affinity mapping, and insights, which results in a greater understanding of the users’ pain points throughout the design process. I learned the importance of how data (user, competitive analysis, behavioral, demographic) provide a profound understanding of what design elements are preferred and successful.