Mobile fitness application.
How may we help to reduce the burdens and stresses beginners face when just starting to work out?
Primary research for this project was done via first hand experience as well as speaking with others while working out in the gym. The need for a simple method of learning how to workout emerged. Therefore initial research began by surveying the business landscape and understanding competition. Since fitness is a pretty well established market there were naturally competitors of all shapes and sizes, direct and in-direct.
The idea for an application was validated upon discovery of a direct competitor in the space. At the time it was believed that Barbell Academy could improve upon the delivery of content and the presentation of the app.
User personas were developed out of user research and field studies. Those personas were a male and a female in there mid twenties. Both were interested in fitness and willing to follow a simple structured program if it meant speeding up the realizations of their goals.
Roy is a 25-year-old warehouse manager that has limited time and limited knowledge around working out. He feels if he had a simple plan to follow he could achieve his dreams of improving his physique. Roy's biggest pain point is not knowing where to begin with all of the information that is available on the internet.
Jillian is a 24-year-old digital marketer that wants to shape her physique by switching up her workouts to involve more strength training. She's fairly new at exercising and wants to follow a simple program that can help her stay on track. Having been athletic as a child she can pick up on movements quickl and is looking for a self-guided tool.
Sketching & Ideation
Sketches were focused on how the user would interact with an application like this and the tasks they would have to complete. The goal was to limit the amount of steps, screens, or views and keep it as simple and focused as possible.
The key was to keep the design as simple as possible in order to help with user adoption.
Wire-framing & Mockups
Wire-frames and mockups served as a method of structuring out the applications views as well as it's interaction flows. Simple interactions were outlined in the design. Wireframes also served as a guiding point for the continuation of the project and an assesment of resources necessary to complete the design.
Visual design commenced with the creation of a UI kit as well as high fidelity compositions. The intention behind these assets was to assist in the development of the application and to share the vision with additional team members that were being sourced. These documents aided in the presentation and explinations of what the product was to be and it's basic idea behind it.
Continued work on this project would commence with the creation of a protype, low or medium fidelity and user testing sessions to test assumptions and gather feedback towards improvements of the design.