Fitness Tracking App

Challenge yourself. Track your workout. Measure your progress.

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Project Overview

For this project, I focused on how I could make a more satisfying fitness app experience for users.

The Process

To figure out how to improve users’ experience with a new fitness app concept, I used the following process:

Methods and Tools

 

User interviews (Zoom)

Affinity diagramming (Trello)

Gathered free icons and stock images from the web (Pexels, Iconscout)

Low fidelity wireframes (pen and paper)

Mid-fidelity digital wireframes (Sketch)

Information architecture (Sketch)

Interactive prototype (Axure)

Think-aloud usability test (Zoom)

Findings & recommendations (PowerPoint)

Trello_Fitness_userInterviews.jpg

Step 1: User Interviews & Directed Storytelling

Using a directed storytelling approach, I interviewed 3 people and asked them to tell me about a time you used an app while doing a workout. When was it? Who was/were involved? What happened and did you feel? What did you like? What was annoying or confusing? What would have been helpful or made it more satisfying?

I recorded each video using Zoom and took notes based on users’ responses, adding greater detail after watching each video. To analyze these interviews, I applied affinity diagramming using Trello to categorize insights into various themes, namely common experiences, wants/needs, pain points, and key differences in experiences and values.

User interview summary findings

Common Experiences

  • Use app to track fitness goals & measure progress

  • Primary point of access: watch

  • DON’T like sharing personal stats but DO like having someone/something to chase

    • accountability partners

    • monthly challenges/badges

    • notifications when someone completes a workout

Common Wants/Needs

  • Accuracy in tracking stats

  • Access to detailed summary stats

  • Option to connect with others without having to share personal stats

    • sharing photos

    • notification of workouts completed

    • badges earned

Common Pain Points

  • Inaccurate data tracking (when app fails to record full workout)

  • Having to manually push start/stop/pause button —> prefer automatic start/stop/pause for optimal data accuracy

  • Inability to customize app

    • adding new exercises

    • changing the names of exercises

    • limited to preloaded exercises

Key Differences

  • Athletic abilities

  • Preferred apps (Apple Activity, MapMyRide, GarminConnect)

  • Type of customization desired

    • program detailed running workouts

    • adding house cleaning, yard work

Personas

User 1

"I want them to be motivating me but I don't necessarily want them to see me fail.”

User 2

"There are so many apps to choose from, so when you choose the one you want to use and then it doesn't follow through for you, that's pretty frustrating."

User 3

"[Earning badges from fitness challenges] is one of the most fun things for me because I'm a geek. It's kind of a fun social-type thing to do without being so social media-ish.”

Step 2: Develop a goal statement

Goal Statement: My user group is athletically inclined adult women over 30 who want to accurately and reliably track their physical fitness so that they can feel challenged and accomplished.

Step 3: Wireframing

To design with intent, I worked from my goal statement and key insights (wants/needs/pain points) from my user interviews and developed low-fidelity wireframes for 6 key screens using pencil and paper.

Screens 1-3

Screens 4-6

Digital wireframes

Working from my sketched wireframes, I then created digital wireframes in Sketch.

Step 4: Information Architecture

I then created an information architecture diagram to show how content is organized and the primary pathway for a user’s primary tasks.

I also added additional screens and increased the fidelity of my digital wireframes by adding navigation elements (e.g., footer navigation) and other wayfinding elements.

Step 5: Interactive Prototype

I added even more additional screens and then created an interactive prototype using Axure to show the basic interactions.

 
 
 

Step 6: Evaluation: Think-aloud usability test

Evaluation goals: 1) Evaluate the usability of 6 key task flows, and 2) Assess the clarity of how the content is organized and worded

 

Think-aloud Usability Test

Working from Steve Krug’s Usability Test Script, I developed 6 tasks for users to complete in the areas of: starting/stopping a workout, finding fitness challenges, notifications and privacy settings, programming a workout, and comparing stats.

Additionally, I documented participants’ general comments on what was clear and easy about the app and what was confusing. I recorded their suggestions for enhancing the organization and wording of content.

Two of the participants were from the original user interviews; two were new but had experiencing with similar wellness and fitness apps.

Top Usability Problems

Using affinity diagramming to analyze results, I identified 4 primary usability problems:

1) The stats filter is confusing (findability)

2) Comparing two workouts is confusing except after immediately completing a workout (findability)

3) Users did not know what “preprogram” means (wording)

4) Users were unclear what the awards/badges mean (unclear signifier).

Recommendations

 From these findings, I developed a table of recommendations categorized by importance.