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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 Pt 1.jpg

Benchmark Analysis Part 2

UX (2).jpg

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

Primary Persona for FitCoMark the Busy Fitness Entrepreneur.png

Customer Journey Map for Mark BEFORE FitCo

FitCo As-IS.png
SecondaryPersona FitCo .png

Customer Journey Map for Mark AFTER FitCo

FitCo User Journey Future.png

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 Mid-fidelity Figma Prototype UX Design

FitCo Final Presentation

Within a five-minute pitch to top UX Design professionals, we presented the final concept of our application.

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