FitCo: The Future of Fitness
The creation of a Figma prototype utilizing UX design principles
Background
In my UX Design & Online Experiments course, my team was tasked with creating an application that could solve a problem during COVID-19. Having had experiences in the fitness industry, my team chose to work to create a more seamless relationship between the fitness trainer and trainee. When gyms closed, fitness trainers struggled to keep their clients motivated and sustain their clients' safe form during rigorous exercises. Understanding the problem, my team set out to solve this problem in four major steps: 1) research 2) creation of the customer journey 3) creation of our user personas 4) ideation and 5) the creation of the interactive Figma prototype
Step 1: Research - Benchmark Analysis, UX Strategy Blueprint, Lean Survey Canvas Model, & Interviews/Surveys
We knew that we wanted to create an application that would allow for real-time feedback, body metrics, and cross-platform integration. Therefore, in order to gain a better grasp of the current market, we created a benchmark analysis to understand how the competition. Through this, we realized that there was a market-gap for an application that provided advanced, real-time feedback in the shift to working-out-from-home.
Benchmark Analysis Part 1
Benchmark Analysis Part 2
Market Research & Analysis
Using our preliminary knowledge, I designed an interview guide as well as a Qualtrics survey. In total, we received over 190 survey participants and conducted 10+ interviews. We discovered that fitness instructors were feeling more negative effects of COVID in comparison to trainees. In fact, 75% of trainers felt that COVID-19 negatively impacted their training efficiency. During interviews, we learned that trainers felt at a distance (beyond the physical six feet) with the clients that they were able to retain. Many explained they weren't able to provide a motivating experience and the inability to help trainees adjust for optimal form was a serious concern.
User Personas & Customer Journey Mapping
With our newfound observations on the effects of COVID-19 on fitness trainers, we decided to reposition our application from trainees to targeted more towards fitness trainers. Based on our survey participants and interview participants, we created a primary user persona and a secondary user persona. After mapping out the key issues and values for each persona, we created customer journey maps for the current process for fitness instructors (without FitCo) and a customer journey map for the future with the FitCo application. Find the user personas and customer journey maps below.
Primary User Persona: Mark, the busy fitness entrepreneur
Secondary User Persona: Jaclyn, the in-shape Mom
Customer Journey Map for Mark BEFORE FitCo
Customer Journey Map for Mark AFTER FitCo
Final Figma Interactive
Using our research, customer journey maps, and user personas, we created a storyboard, conducted brainstorming sessions, created a low-fidelity prototype, and a final mid-fidelity Figma prototype. In this prototype, my team created interactions based on the customer journey map we created for the application. We then tested these interactions using usability tests.
Mid-fidelity Figma Prototype
FitCo Final Presentation
Within a five-minute pitch to top UX Design professionals, we presented the final concept of our application.