Role: Graduate Student, UXD M.S. Candidate

SugarWod

Kent State | Interaction in Practice

Deliverables

  • Project Plan
  • UX Wireframes
  • Interactive Prototypes
  • Visual Design

The Challenge

Gyms can be expensive, crowded, limited and time consuming.

Research, pitch and prototype a mobile application. The application should serve a need or solve a problem and should provide or aid a service. Your application may either be a native app (needs to be downloaded or installed on a smart phone, usually through some form of an app store) or can be a cross-platform browser based mobile application.

You will only be executing the beginning of planning and design phases, so any true development is outside the scope of this class.

Competitive Advantage

  • How can we reimagine an existing application and provide an experience that revolves around minimal equipment, investment and time?

Access Management

  • How can we streamline login for returning and new prospects?
  • How can we onboard first time users?

Personalization

  • How can we leverage tags to personalize experiences?
  • How can we keep users engaged and motivated?

Account Options

  • How can we opt in and out of additional add ons?

Design Process

Timeline

Module 1: Project Planning (2 Weeks)

Research

User Needs

Module 1: Project Planning (2 Weeks)

Sitemap

User Flow

Module 2: Wireframing for Interactive Projects (1 Week)

Wireframe

Low Fidelity

Module 2: Wireframing for Interactive Projects (1 Week)

Module 3: Interactive Prototyping (3 Weeks)

Prototyping

Exploring Interaction

Module 3: Interactive Prototyping (3 Weeks)

Research Approach

Personas & Comparative Analysis

Legend: ๐Ÿ‘Like | ๐Ÿ‘Ž Dislike
Design, Functionality & Features C1 C 2 C 3
Value Proposition Yes ๐Ÿ‘ Yes Yes
Clear Call-To-Action Message No Yes Yes
Clear User Type Logins No No Yes
Diversity Inclusion (Photos) No Yes No
Data Analysis on workouts No ๐Ÿ‘Ž Yes Yes ๐Ÿ‘
Application/Product Overview No Yes Yes
Transparency in cost Yes No ๐Ÿ‘Ž No ๐Ÿ‘Ž
Community Engagement No Yes ๐Ÿ‘ Yes
Cross Platform Compatible Yes Yes Yes
Free Trial No Yes Yes

Illustrating the User Flow

Site Map

Understanding the Goalsโ€‹

Perhaps a KPI or other value proposition

Refining Design Drafts

High Fidelity Wireframe

Explore the below

In Conclusion

Lessons Learned

Although it was daunting to define an application, I would be researching, pitching and prototyping for 7 weeks in the first week of the course, I was able to enjoy the process and learn to work with available resources.ย 
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I found it to be a challenge to assume that budget and resources are not a barrier as a team of 1. I greatly value and appreciate research. I believe research can refine and instill confidence in the product development lifecycle with a high percentage of Return of Investment (ROI). Making the experience about the users and not my personal gain is important to me. As a human centered interface designer, I want to be able to understand user interactions so that I can explore solutions to improve the experience.
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While I did not have defined parameters for research protocol, I was fortunate to have a team of peers to provide feedback and usability test my design application. As a passionate fitness enthusiast, I designed with pain points in mind from current experiences with fitness applications.ย 


Next step goal is to to share with a larger group in hope of one day realizing these minor enhancements which can create an impact in the community. ย