UX RESEARCH
UX DESIGN
visual DESIGN

GoFit

A dynamic mobile app to unite fitness enthusiasts, inspiring and fostering a community committed to sustained physical activity.
MY ROLE
UX RESEARCHER & DESIGNER
VISUAL DESIGNER

Project Summary.

The project adopted a user-centric approach, commencing with extensive research and interviews to understand user needs regarding physical activity. This led to the creation of personas and scenarios, followed by developing user flows and low-fidelity wireframes to outline application functionality. Usability testing informed iterative refinements, resulting in the creation of high-fidelity wireframes. Despite initial plans for extensive features, time constraints limited implementation.

The design aims to cultivate a community of fitness enthusiasts, facilitating access to activities and fostering engagement.

Valuable lessons in user-centered and interaction design were learned, enhancing both technical skills and collaborative abilities.

Problem Statement.

"How might we design a support system for fitness enthusiasts that provides resources, keeps them informed and motivated, and helps them discover nearby fitness events?"

Research Phase.

Who are our competitors and what are they doing?

PARTIAL COMPETITOR

PROS

  • Robust Sports Management Features
  • Instant Communication Channels
  • Private Media Sharing

CONS

  • Limited Customization Options
  • Steep Learning Curve
  • Dependence on System Administrator

PROS

  • Community Building Through Shared Interests
  • Instant Communication Channels
  • Progress Tracking and Analytics

CONS

  • Lack of Personalization
  • Limited Social Features
INDIRECT COMPETITOR

PROS

  • Real-Time Updates
  • Community Engagement Opportunities

CONS

  • Geographic Range Locking (updates visible within 1.5mi)
ANALOGOUS COMPETITOR

What do people want?

We conducted semi-structured interviews with 13 individuals involved in fitness-related activities to pinpoint areas of concern, needs, preferences, and more.
Most people said
they liked
Group Fitness Activities
Many people said
they like to
Plan Activities ahead of Time
Many people said
they would like to
Meet New People
Most people said
they
Track Physical Activity

Who is our Target Audience?

We crafted personas based on our research and the target demographic of fitness enthusiasts seeking to connect with others, engage in group activities, track their physical health, and organize their fitness activities.

Design Phase.

How can we solve our user's problem?

To thoroughly understand our user group's needs, we created multiple scenarios and corresponding storyboards. These visual narratives depicted realistic user interactions and journeys with our product/service. By exploring various scenarios, we gained valuable insights into user motivations, goals, and pain points.

This method facilitated a deeper understanding of our users' needs and informed our design decisions effectively.

Blueprint of Features: The User Flow

We developed a user flow to map out the sequence of steps users would take when interacting with the application. This served as a blueprint for feature implementation, ensuring a smooth and intuitive user experience. By visualizing the user journey, we could identify and address potential usability issues early in the design process.

Ultimately, the user flow helped solidify the features to be implemented, guiding the development of a user-centered application.

Pushing Pixels: Wireframes

Wireframes streamlined our testing process by offering a simplified interface that didn't require extensive design, saving valuable time. This allowed us to focus on assessing the functionality and usability of the user flow and features efficiently. By avoiding intricate design elements, we could iterate quickly and address usability issues promptly.

Overall, wireframing provided a swift and effective means to evaluate our application's usability without the time-consuming process of detailed design.

Asking more questions: Is the product usable?

We conducted moderated usability tests with 6 participants, capturing their feedback to uncover issues with the application's user flows and information architecture. This process aimed to identify areas for improvement and enhance the overall usability of the application.
FINDING #1
Unclear Grouping of UI Elements
FINDING #2
Hidden Action Items
FINDING #3
Complex Navigation
FINDING #4
Distracting and Redundant UI Elements

To keep it consistent: Style Guide

Interactions: The Prototype

The insights gained from the usability tests highlighted areas where the design fell short, prompting further research to address these issues. Subsequently, after resolving the identified issues, we developed high-fidelity wireframes in Figma to refine the design.

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