Duel Tone Fitness App
Duel Tone is a smartphone app which will help people improve their fitness. The target group is people who want to exercise more, but who—for various reasons—don’t get around to it.
I set out to create a design system to ensure Maynooth Furniture encompasses best-in-class usability and aesthetics across all corners of the mobile app.
This is a personal portfolio project where I worked on all aspects of the design system and UX. The following case study is inspired by The Interaction Design Foundation’s UX portfolio project.
Empathize with users
I conducted user interviews with 5 volunteers through Facebook video call and over the phone. With permission, I recorded the interviews via QuickTime Player to reference and transcribe at a later time. I need to understand:
1. Why participants want tp exercise.
2. What happens when they do manage to exercise.
3. What happens when something prevents them from exercising.
After the user interviews, I asked the participants to complete a simple probe made up of 2-3 small, fun tasks over the next week which would generate relevant information.
1 - Write a timeline of a typical day where they do manage to exercise.
2 - Take 1-5 pictures or browsing online of something that both helps them exercise or keeps them from exercising.
3 - Draw a picture, take a photo, or browse for images of their ideal exercise environment.
During collecting of the probes, I took some time to discuss the answers with the participants to try and generate ideas based on their insights
Interview Worksheet & Probes
Define the problem and ideate solutions
I dove deeper into understanding the users through Affinity Diagrams, Empathy Maps, Point Of Views, and "How Might We" questions to develop a clear understanding of which problems I will try to solve. Then I began ideating solutions by Challenging Assumptions, and using the 6 Thinking Hats to generate as many ideas as I could.
Time, Motivation, and Value.
Each user was given a specific colour and what they said was put on squares. These squares were grouped into common themes, and then into concrete groups. This allowed me to focus on the pain points and the core problem users faced.
Click to expand the squares
The 5 interviews were also used to create an empathy map which focuses on the core aspects from each user - what they said, did, thought, and felt.
POINT OF VIEW
George needs to exercise every other day [schedule 4x’s/week ] because he suffers from scoliosis.
Cory needs to exercise for health reasons because he gains weight easily and wants to be healthy to live long and enjoy doing things with his kids.
Nancy needs to start exercising again at the gym because her family takes up all her free time and energy.
Alex needs to exercise in a social setting. If she doesn’t exercise, she feels there’s energy that needs to be spent, so it’s a stress relief for her.
Kim needs to get out of the house and exercise because she feels anxious always being at home for work.
"HOW MIGHT WE"
- How might we aid those with physical issues exercise to better their quality of life?
- How might we educate people on healthy eating habits, and proper form to prevent injury?
- How might we show that exercise doesn’t have to take up too much time to complete?
- How might we show that exercise can be done with little to no equipment?
- How might we encourage exercise as a fun and sustainable lifestyle?
- How might we prove that a fitness app can be beneficial for exercise?
WORST POSSIBLE IDEAS
- App turns off, or closes when launched.
- App makes fun of user (fat shaming), tell’s the user they’ll never get fit.
- App doesn’t give daily tips or alarm.
- App encourages over eating and over resting.
- App self deletes after 5 mins.
- App prevents the user from exercising.
- App moves position in mobile screen placement to become more difficult to find.
- App encourages overtraining and poor form/posture.
APP NAME AND COLOURS
Some thought was put into coming up with an original name that embodied the gamification of the fitness app and bold primary colours were selected that represented the head to head battle of video games (Player 1 vs Player 2, or Red vs Blue).
Red: Bold, Power, Excitement
Navy/Blue: Trust, Strength, Dependable
PERSONA AND STORYBOARD
Influenced by user research, I created the persona of Tom - which mixes pain points from all five users. Tom will help my design decision making later in this case study.
Turning the storyboard into a quick paper prototype to bring my idea to life.
After signed in, Tom selects a "VS" workout, then selects a friend who's online to challenge. After the workout, both participants receive a breakdown score and a winner is declared. They can see if they've unlocked any achievements, among other features.
Using the success of others as motivation, the trophy symbol is emphasized to motivate the user. They can choose to do a solo workout, or challenge someone online by certain search criteria (age, sex, location, friends list, similar fitness level, etc). This form of virtual meet up promotes a Player 1 vs Player 2 to encourage fitness through friendly competition.
The 5 initial interviewees were contacted with follow up questions about the direction the fitness app was taking. Mainly, if friendly competition would motivate them to exercise more.
What I discovered was:
- A general positive response to the concept
- Users were intrigued by the "VS" feature (gamification)
- They wanted more information on how it would "work"
I created a low-fidelity prototype from Tom's story to further elaborate on the concept of fitness through friendly competition.
After showing the low-fidelity prototype to the interviewees, the concept of friendly competition seems to be popular. However, a few users were less thrilled and were more interested in exercise as a social aspect that is positive for both (or all) rather than competitive. Attention was brought to the idea that someone who loses those "friendly competitions" as they begin their journey into fitness, could become demotivated quite quickly - defeating the concept of the app entirely.