SHAPESHIFT

In this six week long project, I took on the role of UX designer. This project is focused on providing a fitness app that allows users to easily learn new workouts and create a regimen to help with reaching their fitness goals.

The Problem

Busy individuals not having the knowledge or time for quality, purposeful workouts.

User Research Summary

I conducted interviews and created empathy maps to get a better understanding of the needs of the users. Research revealed that the primary user group is working adults who don't have a lot of time to go to fitness classes, and don't want to pay for a personal trainer. 


The attitudes of the research user group supported the initial hypothesis about busy gym-goers, but research identified more limiting factors that affect the users. Other user issues included: lack of motivation and confidence, gym costs, monotonous routines, and disliking to exercise alone. 


Time

Working adults find it difficult to fit workouts into their busy schedules


Pain Points

Motivation

Difficulties staying consistent and following a schedule

Accessibility

Existing fitness apps don't provide the necessary formats for all users


Customization

Generalized fitness plans are unhelpful to a range of possible users


Competitive Audit

Hevy

Direct Competitor


Targeted audience Powerlifters/Bodybuilders


Offering a workout tracker and planner


Provides Community Chats, and retains exercise history


Has lots of tutorials and ready to start workouts.


Allows for communication with other users. showing likes and follows



Jefit

Nike Training Club

Direct Competitor


Target audience all gym goers


Train and log seamlessly in gym and home


Cant operate without internet access


Starts off by getting to know the users goals


Feels very much like a social media platform

for lifters


Easy to track and log workouts.



Direct Competitor


Target audience all people who want to become mentally and physically healthier


Offers meditation courses and selects trainers for you depending on goals


Easy accessibility, with many features.


Easily understood navigation.


Some gaps I identified include:

  • Competitor products don’t offer a full range of workout styles

  • Competitor products lack intuitiveness

  • Ability to manage daily schedule

  • Apps don't offer audio tutorials

  • Languages are limited

  • Price of premium use





Opportunities

  • Offer a variety of training options for all experience levels

  • Provide users with step by step audio tutorials and feedback.

  • Create a straightforward process for building a workout and managing sets/reps.

  • Provide a space to gain knowledge from trainers

Starting the Design

I started by creating paper wireframes, these helped me with visualizing how the user would interact with the app. Mocking up the flow with different wireframe pages made it easier to envision the most efficient process


Low-Fi Prototype

Usability Study Findings

In the user research process, I executed two rounds of usability studies. In the initial study, the insights served as a crucial guide in shaping the design as I moved from wireframes to more detailed mockups. The second study utilized a high-fidelity prototype to identify specific areas in the mockups that required further refinement. The iterative nature of these studies allowed for continuous improvements, ensuring a more user-centric and polished final product.

Round 1

  • Users want to select an option to start the workout right away.


  • Users wanted more customization for their workouts.


  • Users wanted to see what was scheduled on upcoming days on their calendar


  • Adding workouts to the program has too many steps.


  • Marking something completed was confusing.


  • Starting a workout takes too long.

Round 2

Mockups

High-Fi Prototype

The final high-fidelity prototype simplified the process of creating a workout and learning an exercise. It also allowed for the user to browse for other programs and easily view their current program. 

Takeaways

The app allows users to feel like they can easily start their fitness journey, or if they have started already, it makes them feel confident in trying new exercises and varying their routines. 


One quote from peer feedback:


"For a guy like me I don't know how to create a workout from scratch, so it’s super nice to have a baseline program made for me."

What I learned:

While designing the ShapeShift fitness app, I learned that conducting competitive audits is very helpful in understanding what can be improved upon. I also learned how beneficial user testing is in the design process—every bit of feedback from users was taken into consideration while design the SHAPESHIFT app.

Affinity Diagram

Refining the Design

Initial designs were too specific for users who didn't know exactly what they wanted to train. After after the usability study, I added options for users who are new to fitness, and allowed access to pre-made plans. I also added labels describing the style of workout and specific imagery to help users understand their selection.

The second usability study revealed issues with adding a customized lift to the user’s schedule. To help with the flow of the app, I created an option to select reps, sets, and weight. I also added the option to add a workout to the following week’s schedule.

Digital Wireframes for Mobile

While creating my initial designs, I was mindful of the feedback from the user research.

Before Usability Testing

After Usability Testing

Welcomed the user and provided them with information about working out, also gave them options to either resume or see new programs.

Provided users with the option to resume their workout from the workout screen, look at pre made plans, and also begin a new workout.

Updated the browse page to allow users to select an area of the body they would like to target, this would then provide exercises that relate.

Realized that users would need to be able to track weight, reps, and sets of their scheduled lifts.

Persona

Problem statement:

Dilly is a working professional who needs stress-free options for training plans because he doesn’t have time to meet with a trainer.

TOP

Affinity Diagram

Refining the Design

Initial designs were too specific for users who didn't know exactly what they wanted to train. After after the usability study, I added options for users who are new to fitness, and allowed access to pre-made plans. I also added labels describing the style of workout and specific imagery to help users understand their selection.

The second usability study revealed issues with adding a customized lift to the user’s schedule. To help with the flow of the app, I created an option to select reps, sets, and weight. I also added the option to add a workout to the following week’s schedule.

Mockups

High-Fi Prototype

The final high-fidelity prototype simplified the process of creating a workout and learning an exercise. It also allowed for the user to browse for other programs and easily view their current program. 

Takeaways

The app allows users to feel like they can easily start their fitness journey, or if they have started already, it makes them feel confident in trying new exercises and varying their routines. 



One quote from peer feedback:

"For a guy like me I don't know how to create a workout from scratch, so it’s super nice to have a baseline program made for me."

What I learned:

While designing the ShapeShift fitness app, I learned that conducting competitive audits is very helpful in understanding what can be improved upon. I also learned how beneficial user testing is in the design process—every bit of feedback from users was taken into consideration while design the SHAPESHIFT app.

Usability Study Findings

In the user research process, I executed two rounds of usability studies. In the initial study, the insights served as a crucial guide in shaping the design as I moved from wireframes to more detailed mockups. The second study utilized a high-fidelity prototype to identify specific areas in the mockups that required further refinement. The iterative nature of these studies allowed for continuous improvements, ensuring a more user-centric and polished final product.

Round 1

  • Users want to select an option to start the workout right away.


  • Users wanted more customization for their workouts.


  • Users wanted to see what was scheduled on upcoming days on their calendar


Round 2

  • Adding workouts to the program has too many steps.


  • Marking something completed was confusing.


  • Starting a workout takes too long.

Low-Fi Prototype

Digital Wireframes

While creating my initial designs, I was mindful of the feedback from the user research.

Before Usability Testing

After Usability Testing

Welcomed the user and provided them with information about working out, also gave them options to either resume or see new programs.

Provided users with the option to resume their workout from the workout screen, look at pre made plans, and also begin a new workout.

Updated the browse page to allow users to select an area of the body they would like to target, this would then provide exercises that relate.

Realized that users would need to be able to track weight, reps, and sets of their scheduled lifts.

Starting the Design

I started by creating paper wireframes, these helped me with visualizing how the user would interact with the app. Mocking up the flow with different wireframe pages made it easier to envision the most efficient process


User Journey Map


Mapping Dilly’s user journey revealed how helpful it would be for users to have access to a customizable fitness app.


Persona

Problem statement:

Dilly is a working professional who needs stress-free options for training plans because he doesn’t have time to meet with a trainer.


Competitive Audit

Hevy

Jefit

Nike Training Club

Direct Competitor


Targeted audience Powerlifters/Bodybuilders


Offering a workout tracker and planner


Provides Community Chats, and retains exercise history


Has lots of tutorials and ready to start workouts.


Allows for communication with other users. showing likes and follows



Direct Competitor


Target audience all gym goers


Train and log seamlessly in gym and home


Cant operate without internet access


Starts off by getting to know the users goals


Feels very much like a social media platform

for lifters


Easy to track and log workouts.



Direct Competitor


Target audience all people who want to become mentally and physically healthier


Offers meditation courses and selects trainers for you depending on goals


Easy accessibility, with many features.


Easily understood navigation.






Some gaps I identified include:

  • Competitor products don’t offer a full range of workout styles

  • Competitor products lack intuitiveness

  • Ability to manage daily schedule

  • Apps don't offer audio tutorials

  • Languages are limited

  • Price of premium use





Opportunities

  • Offer a variety of training options for all experience levels

  • Provide users with step by step audio tutorials and feedback.

  • Create a straightforward process for building a workout and

managing sets/reps.

  • Provide a space to gain knowledge from trainers

Pain Points

Time

Motivation

Accessibility

Customization

Working adults find it difficult to fit workouts into their busy schedules


Difficulties staying consistent and following a schedule

Existing fitness apps don't provide the necessary formats for all users


Generalized fitness plans are unhelpful to a range of possible users


In this six week long project, I took on the role of UX designer. This project is focused on providing a fitness app that allows users to easily learn new workouts and create a regimen to help with reaching their fitness goals.

SHAPESHIFT™ is a fitness app created to support and invigorate gym goers. The app provides a variety of  workout programs and exercise tutorials for everyone, from gym newbies to elite strength athletes. SHAPESHIFT targets fitness enthusiasts who want to make the most out of their workouts while sticking to their schedule. 

The Problem

Busy individuals not having the knowledge or time for quality, purposeful workouts.

User Research Summary

I conducted interviews and created empathy maps to get a better understanding of the needs of the users. Research revealed that the primary user group is working adults who don't have a lot of time to go to fitness classes, and don't want to pay for a personal trainer. 


The attitudes of the research user group supported the initial hypothesis about busy gym-goers, but research identified more limiting factors that affect the users. Other user issues included: lack of motivation and confidence, gym costs, monotonous routines, and disliking to exercise alone. 


SHAPESHIFT

User Journey Map

Mapping Dilly’s user journey revealed how helpful it would be for users to have access to a customizable fitness app.