Sportland App

UX/UI Design
Project Overview
My goal of this study was to create a smartphone app that helps people improve their fitness, physical health and give them a good product for everyday motivation. The project was created with the aim of immersion in UX design and development of design thinking to apply this knowledge in my future career. The topic of the project was chosen as part of the design thinking course from the Interaction Design Foundation. At various stages of creating this concept, I encountered many difficulties, which I had to spend a lot of time to solve.
My Contributions
Conducted competitor and user research to gain insights into the target audience, their fitness goals, and their existing pain points with fitness apps. Then I created user personas to represent different types of sport enthusiasts, considering their motivations, fitness levels, and preferences. Conducted user interviews and usability tests to gather feedback on existing fitness apps and identify areas for improvement. Next step I developed the information architecture and user flows to ensure a seamless and intuitive navigation experience within the app. After that I designed wireframes and interactive prototypes to visualize the app's layout, features, and interactions.Also I conducted user testing sessions to gather feedback on the app's usability, making iterative design improvements based on the results.
The problem I aimed to address in this case study was the lack of a comprehensive smartphone app that effectively helps individuals improve their fitness, physical health, and provides daily motivation. My objective in undertaking this project was to immerse myself in UX design and apply design thinking principles to enhance my skills for future career opportunities. The project topic was selected as part of the design thinking course offered by the Interaction Design Foundation. Throughout the development of this concept, I encountered various challenges that required significant time and effort to overcome.
Problem statement
Goals:

The primary goal of this project was to design and develop a smartphone app that addresses the following objectives:Motivate individuals to engage in regular physical exercise and improve their overall fitness levels.Provide a user-friendly and intuitive interface that encourages users to track their progress and set achievable fitness goals.Offer a diverse range of workout routines and activities to accommodate different preferences and fitness levels.Foster a sense of community and support among app users, encouraging them to share their achievements and support one another in their fitness journeys.

Challenges:

During the course of this project, several challenges were encountered, including:Lack of motivation and time constraints: Many individuals struggle with finding the motivation and time to exercise regularly due to busy work schedules or family commitments.Competing alternatives: People often choose alternative activities over exercise, making it essential to design an app that provides compelling reasons for individuals to prioritize their fitness goals.Designing for diverse preferences and fitness levels: Creating a user interface that caters to a wide range of preferences, fitness levels, and exercise preferences can be challenging to ensure inclusivity and engagement for all users.Building a supportive community: Encouraging users to interact and support one another within the app requires thoughtful design and features that facilitate community building and engagement.Overcoming these challenges involved a combination of user research, iterative design, and a deep understanding of the target audience's needs and motivations to create an app that effectively addresses these concerns and promotes sustained fitness motivation and progress.
Goals and challenges
For this project, I adopted an iterative design process based on the design thinking model proposed by the Hasso-Plattner Institute of Design at Stanford (d.school). While following this framework, I recognized the need for flexibility and multiple iterations across the various stages. The process was not linear, and I often found myself returning to earlier stages such as ideation and definition from the prototyping stage. This dynamic approach ensured a more thoughtful and refined design.

The design process consisted of the following key stages: Empathize: I began by conducting user research and gaining a deep understanding of the target users' motivations, challenges, and preferences related to fitness and exercise. This research helped inform subsequent design decisions. Define: Based on the insights gathered from user research, I synthesized the findings and identified the key user needs and pain points. This step allowed me to define clear design goals and objectives. Ideate: In this stage, I generated a wide range of creative ideas and potential solutions to address the defined user needs. Brainstorming sessions, sketching, and design workshops were employed to foster innovative thinking. Prototype: I created low-fidelity prototypes to visualize and test different design concepts.

These prototypes were used to gather user feedback and validate design assumptions. Iterations were made based on the insights gained from testing.Test: I conducted usability testing sessions with target users to evaluate the effectiveness and usability of the prototypes. User feedback played a crucial role in refining the design and identifying areas for improvement.Throughout the design process, I embraced the iterative nature of design thinking, allowing for flexibility and adaptability. By repeatedly revisiting different stages, I ensured that the final design solution would be thoughtful, user-centered, and effectively address the needs of the target audience.
Design process
To inform the design and development of the app, I conducted thorough market research. This involved studying existing applications in the same domain to understand their strengths and weaknesses. I downloaded and explored various competitor products, gaining firsthand experience of their functionalities and user interfaces. Additionally, I analyzed negative reviews in app stores, taking note of user frustrations and pain points. By studying these experiences, I gained valuable insights that helped shape the design of the app, ensuring that it addressed the shortcomings of existing solutions.
Market research
To gain a deep understanding of user problems and motivations, I conducted user interviews with a diverse group of 5 individuals aged between 24 and 31. The participants included a web designer, a team leader, an SEO/SMM specialist, a front-end developer, and a business analyst.

Despite their varying exercise frequency, all participants expressed a desire to engage in intensive workouts for various reasons, as revealed in the interview results.

Key Findings:

Motivations: The participants mentioned weight management, health improvement, body strengthening, aesthetic pleasure, and mood enhancement as their main motivations for exercising.

Benefits of Exercise: Participants experienced a sense of accomplishment, pride, and improved well-being after exercising.

Hindrances to Exercise: Participants reported feeling discomfort, guilt, and a sense of deterioration in health when unable to maintain their exercise routine.

These insights into the motivations and experiences of the participants provided valuable guidance for designing an app that addresses their needs and encourages consistent engagement in fitness activities.
User research
Following the user interviews, I utilized affinity diagrams to organize the key insights and observations into meaningful clusters. This technique proved invaluable in synthesizing the gathered information, identifying patterns, and extracting meaningful themes. By categorizing and clustering the main thoughts and ideas, I was able to define a clear problem statement and generate potential solutions for the project. The affinity diagrams provided a visual representation of the user research data, facilitating a deeper understanding of the users' needs and guiding the design process.
Affinity diagrams
Empathy mapping served as a valuable visualization tool to consolidate and summarize the insights gained from user research. It played a crucial role in developing a deeper understanding of my users and their needs. By organizing the research data, the empathy map helped uncover the core motivations, emotions, behaviors, and pain points of the users. This comprehensive understanding of the users' perspective enabled me to design solutions that truly empathize with their needs and provide meaningful value.
Empathy mapping
To gain a deeper understanding of the users I was designing for, I created personas based on the insights gathered from the research. These personas were instrumental in capturing the needs, experiences, behaviors, and goals of the target users. By distilling the common features and characteristics observed across the research participants, I developed two personas that represented the key user archetypes. These personas served as valuable tools throughout the design process, enabling me to design with a user-centered approach and ensure that the app effectively addressed their specific needs and preferences.
User personas
User 1 - Vladimir

POV: Vladimir, a young office worker, seeks assistance in overcoming motivation barriers to exercise. Despite understanding the mental health benefits and the positive impact on energy and mood, he struggles to find the energy to exercise after a tiring day at work.

How Might We (HMW) Questions:

How might we design short and easily manageable exercises that can be incorporated into a busy schedule? How might we help Vladimir avoid feeling excessively tired at the end of the day? How might we create an enjoyable exercise experience to enhance motivation? How might we identify pockets of free time within Vladimir's workday to encourage exercise?

User 2 - Kristina

POV: Kristina, a freelancer working from home with a child, desires user-friendly exercise guidance to maintain overall health and well-being. She seeks ways to incorporate movement and stretching into her daily routine, especially during lockdown, without distractions. Rather than focusing on weight loss, she prioritizes general health and flexibility.

How Might We (HMW) Questions:

How might we develop exercises that prioritize health and well-being rather than weight loss? How might we provide demonstrations of proper exercise techniques to guide Kristina? How might we offer personalized exercise ideas and routines suitable for Kristina's needs? How might we help Kristina get started with exercise by providing ideas or demos tailored to her circumstances?

By defining the Point of View (POV) for each user and generating corresponding "How Might We" (HMW) questions, I ensured a focused and solution-oriented approach to address their specific needs and challenges. These questions serve as guiding prompts for ideation and solution development in the subsequent stages of the design process.
Defining POV and "How Might We" Questions
I created user flows to outline the steps and interactions users would take to achieve their goals within the app. These user flows focused on mapping the most efficient and intuitive paths for users to reach their desired outcomes. They were designed to ensure a smooth and seamless experience, guiding users through key features and interactions within the app. These user flows were instrumental in shaping the app's navigation and interface design, enabling users to easily navigate and accomplish their goals.
User flow
To streamline the design process and structure the main functions and context of the future product, I created a mind map. This visualization tool allowed me to organize and categorize the key elements of the app, breaking down the overall goals into smaller, more manageable components. The mind map served as a reference point, ensuring that the app's functionalities aligned with the intended user experience. By utilizing this approach, I was able to create a clear and systematic framework for the subsequent stages of prototyping and design implementation.
Mind map
To translate the conceptual ideas into tangible design representations, I created low-fidelity wireframes. These wireframes served as the initial visual blueprints for the app's interface, focusing on the overall layout, content structure, and key interactions. By keeping the wireframes low-fidelity, with simple shapes and minimal details, I emphasized the fundamental structure and flow of the app rather than visual aesthetics.
Low fidelity wireframes
Building upon the low-fidelity wireframes, I progressed to medium-fidelity wireframes to further refine the visual design and user interface of the app. These wireframes added more details and visual elements while still maintaining a level of simplicity and functionality.
Medium fidelity wireframes
In the final stage of the design process, I created high-fidelity wireframes to provide a detailed and realistic representation of the app's user interface. These wireframes incorporated visual design elements, such as colors, typography, images, and icons, to closely resemble the final product's look and feel.
Hi fidelity wireframes
I conducted user testing sessions with three participants, using interactive prototypes created in Sketch. The participants found the app user-friendly overall, but some had difficulty understanding certain features such as starting exercises and reading reviews. Their feedback helped me identify areas for improvement and prioritize design enhancements. The insights gained from testing guided me in refining the app's usability and ensuring a seamless user experience.
Testing
During the user testing sessions, I used a Feedback Capture Grid to document participants' responses, including their likes, criticisms, questions, and ideas.

This grid served as a valuable tool for organizing and analyzing the feedback received.Participants shared their positive feedback, highlighting aspects of the app that they found enjoyable and effective. They also provided constructive criticism, pointing out areas where improvements could be made. Additionally, they raised questions about specific features or functionalities that required clarification.

Furthermore, participants offered creative ideas and suggestions for enhancing the app's usability, functionality, and overall user experience. These insights served as valuable input for further iterations and refinements.By using the Feedback Capture Grid, I was able to systematically record and analyze the participants' feedback, enabling me to identify recurring themes and prioritize design changes accordingly. This process ensured that the app's development remained user-centered and responsive to the needs and preferences of its target users.
Feedback Capture Grid
In conclusion, this project has been an invaluable learning experience in the field of UX design and development. The goal of creating a smartphone app to help people improve their fitness and physical health has been a driving force throughout the entire process.

Through thorough research, competitive analysis, and user interviews, I gained valuable insights into the needs, motivations, and challenges of our target users. This knowledge guided the design and development process, ensuring that the app addresses their specific pain points and provides an engaging and motivating fitness experience.

The design process, influenced by the principles of design thinking, involved iterative ideation, prototyping, and testing. User feedback played a crucial role in refining the app's functionality, usability, and overall user experience. Incorporating low-fidelity, medium-fidelity, and high-fidelity wireframes helped to visualize and iterate upon the app's interface design, ensuring a user-friendly and intuitive experience.

Throughout the project, I encountered various challenges that required problem-solving and creative thinking. These challenges, although time-consuming, ultimately contributed to a more thoughtful and refined design.

The final app concept combines elements of motivation, tracking, and personalized workout programs to create a comprehensive fitness solution. By addressing the specific needs of our target audience, including individuals with low motivation or limited time for exercise, the app aims to improve their overall fitness and well-being.

In conclusion, this project has not only allowed me to apply my UX design skills and knowledge but has also provided a valuable opportunity for personal and professional growth. It has reinforced the importance of user-centered design, iterative prototyping, and continuous user testing. I am confident that the skills and insights gained from this project will positively impact my future career in UX design.
Conclusion