NUWAN WITHANAGE

nuone.withanage@gmail.com

UX/UI designer based in Italy, who likes to make an impact on people's lives. I'm passionate about working with Tech and lifestyle companies.

Area Fitness

Goals

Get people with busy lives to start moving and exercise. Empower them with creating fitness goals and take action towards them. Impacting a positive change in their lifestyles.

Challenge

There are so many of us who wants to exercise and stay healthy, but for various reasons it’s not the case. Busy lives and work schedules usually get the best of us. I’m trying to solve this problem by making workouts more flexible and adaptable for any situation.

My role

UX Designer & Researcher

Project length

6 - 7 Weeks

Setting realistic expectations

With the time constraints in mind, I planned a roadmap towards the minimum viable product (MVP). I dreamt big with many creative ideas in mind yet I had to be realistic and accept eventual trade-offs in order to complete this app on given constraints.

Primary research

After doing some market research and competitive analysis, I set up a survey and started gathering initial data. Then I analysed them and started building foundation towards the secondary research.

These were the findings from initial research.

Opportunities learnt
  • Options to customise their workouts.
  • Find a way to motivate them to keep going.
  • Flexibility on workouts.
  • Make it accessible to anyone everywhere and anytime.

Secondary research

I organised user interviews with 5 individuals, so I can delve deeper to understand their pain points and needs.

From the data I gathered, these were their common goals.

Key insights
  • 50% of the users liked the idea of working out with others. Working out alone gets them bored and unmotivated to continue.
  • 75% liked the idea of doing small workouts (10 min) daily, than working out for over one hour.
  • Most of the users prefer to exercise in the morning before work or evenings after work. However, some prefer to get it done during lunch break.
  • 100% of the users had no idea how to plan a workout session in advance.

After I finished the research, I began to establish who we were trying to reach and what goals and frustrations could be addressed in the MVP release.

Meet Laura

Persona created for Area Fitness

Finding the solution

During the ideate process I’ve used the worst possible idea, assumptions, How might we techniques. From there, I came up with few possible solutions and finally selecting the best one.

I singled out the top tasks for the MVP that needed to accomplish Laura's goals. Those tasks then translated in to user flows to identify the navigation. Granted this is a mobile only use case, I created a storyboard to showcase how these featured will be used.

1. Creating a workout

This feature gives the person to plan a workout depending on their time, place and other constraints.

2. Challenge a friend

This feature gives the user to start involving others and get more social with working out. It makes working out less boring and helps them to keep pushing for wins. This gamification feature, rewards the user once they have won a challenge with points.

Capturing a user scenario via storyboard

User flows

End to end user flow of a user completing the task of "Challenge a friend".

Wireframes

Visual design

I started visual design exploration sessions by creating colour palettes, choosing the right typography, components and styles. The overall idea was to guide the user through their natural flow and not to bombard them with too much information.

I wanted to make the most of the white space and complement it with the correct choice of colours. I carried out a contrast test to verify the accessibility.


Gathering and analysing the feedback

I started organising the feedback in a feedback capture grid. This was one of the important tasks during the project, as it gave the ideas on how to iterate and fill the missing spaces.

Conclusion

Over 75% of the users said that they would download the app because of the flexibility it presented.

Most users think the App’s “challenge a friend” feature is useful to get them in to working out.

Enhancing the overall UX is an iterative process. I was happy with the work I’ve managed to accomplish with the constraints I had.

Whats next?

Two of the biggest ideas, I had to keep on hold was the in app monetisation and gamification. Gamification gives the app to start exploring different ideas to keep the user retention and conversion.

If I did not have any constraints the areas I wanted to explore were:

  • Giving the user the option of challenging multiple friends to start earning more points.
  • Holding weekly competitions.
  • 1 on 1 sessions with certified coaches as a reward.
  • Introducing team battles, so you can choose a partner in crime.
  • More choice on workout music.
  • Cool badges to share on social media.
  • Adding alerts to other wearable devices.
  • Advocating quality rest and diets.

I would love to continue exploring deeper into the fitness needs of the users and testing broader with a larger audience pool.