A mobile website design that brings people together to exercise
MeetFit prdouct example

Background

How might we help active young professionals to engage in exercise with others?

Young professionals are exercising with the goal of getting better, improving their technique, getting healthier or just maintaining their fitness level.

Key insights from research indicated that young professionals are:

  • ... more motivated to exercise when being part of a group.
  • ... less likely to skip an exercise when agreed upon with others.
  • ... exercising with others to have social interactions.

I designed MeetFit, a mobile website that helps young professionals to continue going to exercise sessions and build social relationships. Users can use the product to join the exercise sessions of others or create their own session. It can be used for all kinds of exercise types from running to yoga.

Link to prototype in Figma

Research

Interviews

The goal of the research was to get to know how people plan exercises as part of their daily lives so that we understand what kind of product they need. Five people, with the age of 30 to 35 years old, participated in a moderated interview study.

There were 3 research objectives:

  • Understand how people plan their exercises.
  • Understand how exercising is part of their daily life.
  • Learn what motivates people to do an exercise.

Affinity mapping

Helped to identify overarching themes based upon all the data collected from the user interviews. 

Affinity mapping image
Key insights

The following key insights were identified for this project:

  • A fixed routine for exercising helps to stay engaged.
  • A routine requires less involvement of the users.
  • Work schedule affects time available for exercising.
  • Users exercise when told to by a coach or trainer.
  • Users are more motivated to exercise when being part of a group.
  • Users are less likely to skip an exercise when agreed upon with others.
  • Users are exercising with others to have social interactions.

Personas

The two personas represent the research findings by stating the goals, motivation, challenges and expectations they have. The personas helped during the design process to see if the product is still on track to provide a solution for these goals.

Ideation

How might we

  • ... add exercising to the weekly routine of busy young professionals?
  • ... help active young professionals to engage in exercise with others?

These HMW’s are based upon the key insights from the research and the goals of our personas. The HMW’s helped to generate a wide variety of ideas of which two were selected to proceed with.

Storyboarding

Storyboards were used to visually represent two ideas from the brainstorm, while simultaneously considering the product's user benefits and its discoverability.

Storyboard sketches

Storyboard sketches

Chosen idea

The common business and user goals helped to select idea 1 to proceed with.

  • Continue going to exercise sessions - users benefit from using the product.
  • A large user base - users can have more diverse social interactions.

It also highlighted a very important pain point that a large user base is needed to make the product work and be successful.

Task flows

This helped to identify which pages were important to focus on for wireframing and would be necessary for building a functional prototype for usability testing.

The task flows are centered around the product's must-have features, including joining and hosting sessions, searching for specific sessions, and user registration. TThese flows outline the user journey as they navigate the product to accomplish specific task.

Wireframing

Low fidelity

Translating the user and task flows into visual representations was the first step in the iterative design process, enabling early exploration.

Low fidelity wireframe sketches
Mid fidelity

Translating the sketches into digital gray-scale wireframes with accurate proportions provided a solid foundation for subsequent high-fidelity design work, enabling seamless integration of branding and style elements.

High fidelity

Building the wireframes, with the focus on the mobile viewport, that represent a finished product that can be used for prototyping and user testing.

Usability testing

A moderated usability testing with 5 participants with the goal of getting to know what path the users follow to complete the given tasks so that we can optimize the task and user flows.

All participants were able to successfully complete the task flows, but the path that the participants took was varied and was depending on the search functionality.
It would be beneficial to iterate on the search functionality and features for an optimized user flow and offer new flows when searching for a specific date or location based.

Insights on search functionality and features

  • 2 out of 5 wanted to filter first on exercise and next filter on the day.
  • 1 out of 5 had difficulties finding the interaction to change the day.
  • “It would be nice if you can search for an activity 2 weeks ahead without having to click through all the days”.

Final revision

An revision based on the insights of the usability test with the focus on the search functionality and feature.

Search feature

  • The user can easily skip a couple days ahead with just a single click.
  • The date will update when the user continuous scrolls through the list, so it is easier for the user to identify which date and day the sessions are held.
  • his will also prevents the user from seeing an empty screen when there are no sessions available on a specific day.
  • 1pt Stroke around the session cards to separate the cards more and having a similar style to the secondary button. Making it easier for the user to identify them as interact-able.

Session detail page

  • Update of top banner background color on the session detail cards to match with the search banner background color and to make it less prominent.
  • Simplified the Create a session button in the top left hand corner to a single ‘plus’-icon. 4 out of 5 participants used the button on the dashboard to create their session.

Link to prototype in Figma

Learnings and next steps

Mobile first approach

While the initial focus was on the mobile version, I also created mid-fidelity wireframes for a desktop version. A logical next step would involve developing high-fidelity prototypes for both versions, with potential adjustments to the mobile design informed by the desktop implementation.

Usability testing

The final revision is based upon usability testing results. A next step would be to do another usability test to see if the users are able to complete the task and follow the desired paths without misclicks. The mobile and desktop version could be tested simultaneously.

I have only done usability testing at the hi-fi stage for this project, but it would be interesting to do usability testing with mid-fi or even lo-fi wireframes to get feedback from the users earlier in the design process. The mid-fi wireframes of the desktop version could also be used for usability testing or when incorporating other features in the product like creating private sessions.

Further exploration

I have develop a couple of icons, but more similar style icons can be created to match with other exercise types.

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