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ATHLEET

Multiplayer Fitness App

Many apps and businesses attempt to use gamification in order enhance engagement, and improve user retention. In the absence of in-person meetups during Covid, my co-founder Justin Ballard and I tried to apply this understanding to workout apps so users can get invested in their health. I worked on branding, as well as visual and interaction design.

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Co-Founder, UX Designer
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Jul 2021 - Dec 2022
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Interaction Design, Visual Design, Branding

Design Process

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DISCOVER

Context

THE PROBLEM

Beginners often lack a clear plan, and training alone is lonely demotivating, and potentially unsafe.

THE GOAL

Provide robust training and tracking, while empowering users to connect with training buddies and make new friends.

RESEARCH

Survey Results

We surveyed and interviewed 34 people both inside and outside of the fitness community, from friends to personal trainers. Of the people we surveyed:

52.9%

likes rewards help keep motivation

85.3%

workout at home, the gym, or both

96.8%

access fitness content on mobile devices

USER PAIN POINTS

A few more problems were identified with further analysis of the surveys.

Problem

Lack of Motivation

Getting Started

Training Alone

Expensive Sub fees

Nutrition Support

Why?

Lack of motivation is one of the biggest obstacle to working out

Beginners feel lost/confused and train ineffectively

Discouraging to work out alone

Expensive equipment & subscription fees

Advanced users want all-in-one training & nutrition tracker.

Solution

A fun, customizable goal tracker

Clean UI with video tutorials and well-rounded programs

Connect with others to compete in fitness challenges.

Free version with basic training & socials

Modular nutrition --> “one-stop shop” for all fitness needs.

We wanted a bright, active aesthetic that pops off the screen. 

HEURISTIC & COMPETITIVE ANALYSIS

We analyzed apps like Apple Fitness+, FitBod, Nike Run Club, FitOn, Strava, and MyFitnessPal, finding that users are frustrated with their features.

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KEY TAKEAWAYS
  • Few apps take advantage of nutrition guidance -- an area we can take advantage of for users to track nutrition as part of their health

  • One of the more popular ways for community support functions on these competitors' apps was challenges

  • Suprisingly, not many of the competitors do milestone rewards

DESIGN

Start the Design

Here, we established our personas, information architecture, sketches, and wireframes.

WHO ARE OUR USERS?

We defined our case study by asking: How might we design an app that trains fitness enthusiasts, tracks progress and nutrition, and connects 'Athleets' in the community?

We categorized users into two primary types:

PERSONA ONE: The Beginner

PROBLEM STATEMENT: Benny is a young adult who needs a specific training plan because he’s an inexperienced athlete.

PERSONA TWO: The Advanced

PROBLEM STATEMENT: Abby is an experienced crossfitter who needs goal and progress tracking because she wants to be a competitive athlete.

User Flow

This information architecture immensely helped with the app's organization.

Lo-Fidelity Wireframes

In this phase, we turned our lo-fidelity sketches into the mid-fidelity prototype.

Simple profile that allows user to track their progress.

Training program users can access training and safety information.

Raids connecting users based on interests, experience, and location.

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INITIAL UI DESIGN

Before developing the first prototype, we created this style guide to ensure consistency across the user interface.

TEST

Usability Studies

Although users navigated the app, feedback revealed it lacked a key feature to attract users over existing apps. This led us to shift our usability sessions to focus on desirability.

FINDINGS
  • Advanced users value nutrition tracking the most.

  • The majority of users enjoyed the collaborative fitness challenge ideas.

Revising the Design

Prioritizing the multiplayer aspect, we shifted from a training app to a health tracker with team-based challenges, from weekly quests to monthly raids. Drawing inspiration from games like WoW, Destiny 2, Halo Infinite, and Genshin Impact, we incorporated retention-driven loop systems to boost user engagement and health commitment.

The redesigned profile screen is cleaner and features recent workouts, raids, and rewards.

We streamlined the active workout screens to display the standard metrics fed by a wearable.

Hi-Fidelity Prototype

Takeaways

Now that we have redesigned the primary function of the app, we have our next steps lined up:

  • Circle back to our users: Since the scope of our design changed, we need to update our user data and personas.

  • Build out a more robust and meaningful rewards system

  • Collaborate with fitness community members to craft more exciting and effective quests and raids.

REFLECTION

Thank you for reading our case study! If you found this interesting, you can reach me at jennthnmai@gmail.com, or my partner Justin at howdy@justinballard.design.

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