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FitVibe: A Comprehensive Fitness App

FitVibe is a comprehensive fitness app designed for fitness enthusiasts and individuals pursuing a healthy lifestyle. It offers a range of features including workout and diet planners, progress tracking, social interaction, gamified challenges, and an e-commerce shop. With a focus on personalized guidance and community support, FitVibe caters to passionate fitness enthusiasts and those seeking to improve their well-being. I worked on it as a UI design intern at Kaz Software, alongside a senior designer, on a client product whose real name is under NDA.

Role
UI Design Intern, Kaz Software (with a senior designer)
Category
Mobile Design
Duration
May 2022 – Aug 2022
Tools
Figma
Reading time
7 min
On-screen text: My first client app. And my first usability study. 01, The app: workout and diet planners, progress tracking and a shop. 02, Process: survey, personas, journey map, sketches, then wireframes. 03, Tested: tested with 12 participants. A SUS of 63.3 showed what to fix.

In short · 7 min read

The problem
Many people struggle to keep a fitness routine and lack personal guidance.
My role
UI design intern at Kaz Software, with a senior designer, on a client app under NDA.
Key decision
Test the design with 12 participants and report plainly what needed to improve.
Result
The test pointed to clearer labels and a more intuitive shop, with a SUS score of 63.3.
SourceThe usability study with 12 participants, recalculated step by step in the case study. 68 is the usual SUS benchmark average.

Chapter 01

Project Overview

  • Comprehensive fitness app for fitness enthusiasts and individuals seeking a healthy lifestyle
  • Features: workout and diet planners, progress tracking, social interaction, challenges with gamification, e-commerce shop
  • Target users: passionate fitness enthusiasts; individuals seeking personalized guidance and community support

Chapter 02

Problem Statement

Many individuals struggle to maintain a consistent fitness routine and lack personalized guidance and support in their fitness journey.

Chapter 03

Goal

The goal of the project is to design FitVibe, a comprehensive fitness app that addresses the pain points of users by providing personalized workout and diet plans, progress tracking, social interaction, challenges, and access to fitness-related products. The aim is to empower users to achieve their fitness goals, stay motivated, and build a supportive fitness community.

Chapter 04

My Responsibilities

  • User research
  • Information architecture
  • Wireframing
  • UI designing
  • Prototyping
  • Usability testing
  • Survey
  • Data analysis

Chapter 05

Challenges

  • One of the challenges we faced was the absence of an existing platform or app that integrated workout and diet planners, progress tracking, social media, gamified challenges, and an e-commerce shop all in one. This required us to design and develop FitVibe from scratch, incorporating all these features into a cohesive and user-friendly app without the guidance of existing solutions.
  • Gathering and incorporating user feedback in a timely manner was a challenge.

Chapter 06

Design Process

Used the Design Thinking approach for solving this problem. To practice design thinking we followed the below process.

Empathize Phase

In this phase, a survey was conducted to gain insights on user, their requirements and pain points.

User Research: Ideation Phase Survey

During the ideation phase of FitVibe, a survey was conducted with 30 participants, evidence note 11 · Survey with 30 participantsSourceThe project's ideation survey, summarised as the pain points below. to gather feedback on their fitness habits and preferences. The survey helped inform the decision-making process regarding which features to include in the app.

In the user research phase, we conducted qualitative and quantitative research to understand our target users better. Through interviews and surveys, we gathered insights on user behaviors, preferences, and pain points. The research helped us validate assumptions and refine our understanding of user needs. These findings guided our design decisions and ensured a user-centered approach to the project.

User Research: Pain Points

  • Limited Access to Advanced Equipment: Users express frustration over the lack of access to advanced gym equipment, highlighting the need for alternative exercises or modifications that can be performed with basic equipment.
  • Lack of Knowledge and Guidance: Participants struggle with limited knowledge about exercise and nutrition, necessitating the inclusion of educational resources, tutorials, and expert guidance within the app to support their fitness journey.
  • Time Constraints and Busy Schedules: Users with busy schedules find it challenging to prioritize exercise and often struggle to find time for workouts. Designing time-efficient routines and integrating reminders or scheduling features can address this pain point.
  • Lack of Motivation and Accountability: Users express difficulty in staying motivated and accountable to their fitness goals. Incorporating motivational features, such as progress tracking, rewards, and social support, can help address this challenge and enhance user engagement.

Define Phase

In this phase, we created personas and user journey map to understand more about the user's problems.

Persona: John Laurinaitis

Problem statement: John is a beginner who needs guidance and support in starting his fitness journey because he lacks knowledge on exercise and nutrition.

Persona: Sarah Patel

Problem statement: Sarah is a busy gym-goer who needs a way to stay motivated and accountable to her fitness goals because she struggles with time constraints and maintaining a consistent workout routine.

Persona: David Cole

Problem statement: David is an athlete aiming to improve his athletic performance who needs an app that can track his performance and provide advanced workouts because he has limited access to advanced gym equipment and wants to optimize his training.

Whiteboarding

The whiteboarding session was conducted to visualize and map out the user's journey through the FitVibe fitness app.

User Journey Map

For the user journey map, we documented the actions, tasks, emotions, and improvement opportunities of the user experience in FitVibe.

Ideate Phase

For the information architecture, the goal was to structure and organize the content and navigation of the FitVibe fitness app in a logical and intuitive way. The thought process involved analyzing user needs, defining categories and hierarchies, and creating a clear and user-friendly information structure.

Sitemap

The sitemap serves as a visual representation of the structure and organization of the FitVibe fitness app. It outlines the main pages and their hierarchical relationships, providing a clear overview of the app's content and navigation.

Prototype Phase

Followed the below steps in the design phase:

  • Paper Sketches
  • Low-fidelity wireframes with variations
  • High-fidelity wireframes
  • Final Design

Paper Wireframes

The paper wireframes for FitVibe served as a preliminary exploration of the app's layout and functionality.

Digital Wireframes

The paper wireframes for FitVibe served as a preliminary exploration of the app's layout and functionality.

High-Fidelity Wireframes

The paper wireframes for FitVibe served as a preliminary exploration of the app's layout and functionality.

Dashboard

Workout Tracker

Meal Planner

Sleep Tracker

Progress Tracker

Marketplace

Social

Chapter 07

Test Phase

In this phase, we conducted usability studies with over 12 participants of varying fitness levels and ages to evaluate the FitVibe app's user experience.

Usability Study: Privacy Assurance

A consent form was utilized to obtain participants' consent for the usability study. This approach ensured ethical compliance and protected participants' privacy throughout the research process.

Usability Study: Findings

  • Positive feedback on the user-friendliness and navigation of the FitVibe app.
  • Participants appreciated personalized workout and diet planners, progress tracking, and social media features.
  • Areas for improvement identified, such as clearer labels and instructions for certain features and a more intuitive e-commerce shop interface.
  • Some participants reported difficulties with entering and tracking progress, particularly in the nutrition tracking feature.
  • A System Usability Scale (SUS) score of 63.3 out of 100, evidence note 22 · SUS score of 63.3SourceRecalculated step by step below from the study's item totals (12 participants). The common SUS average is 68.: usable, but just below the commonly cited average of 68, with clear room to improve.
  • Overall, valuable feedback obtained to enhance user experience and make improvements to the app's design.

Chapter 08

Research Insights: System Usability Scale (SUS)

Twelve participants also completed the System Usability Scale (SUS), a standard ten-question questionnaire answered on a 1 to 5 scale. Odd-numbered questions are worded positively and even-numbered ones negatively, so each answer is converted before scoring: odd items count as the answer minus 1, even items as 5 minus the answer. Each person's converted answers add up to a 0 to 40 total, which is multiplied by 2.5 to give a score out of 100.

SUS Questionnaire

  • I think that I would like to use this system frequently.
  • I found the system unnecessarily complex.
  • I thought the system was easy to use.
  • I think that I would need the support of a technical person to be able to use this system.
  • I found the various functions in this system were well integrated.
  • I thought there was too much inconsistency in this system.
  • I would imagine that most people would learn to use this system very quickly.
  • I found the system very cumbersome to use.
  • I felt very confident using the system.
  • I needed to learn a lot of things before I could get going with this system.

SUS Analysis

Step 1: Add up each question's answers across all 12 respondents. Recorded totals, Questions 1 to 10: 37, 29, 43, 21, 38, 24, 34, 29, 36, 21.

Step 2: Convert the totals. Positive questions (1, 3, 5, 7, 9) contribute their total minus 12, one point per participant: 25 + 31 + 26 + 22 + 24 = 128. Negative questions (2, 4, 6, 8, 10) contribute 60 minus their total: 31 + 39 + 36 + 31 + 39 = 176. Together: 304.

Step 3: Scale to 100 and average. 304 x 2.5 = 760, and 760 / 12 participants = 63.3.

SUS Result

The overall SUS score is 63.3 out of 100. The commonly cited average across SUS studies is 68, so FitVibe sat just below average: people could use it, and the study shows where it fell short. That matches the findings above, where navigation was praised but progress and nutrition tracking caused trouble, and it is exactly the kind of score that tells a team what to fix next.

A note on this calculation: an earlier version of this page reported 75.21. That figure came from adding raw answers without the SUS conversion step, so I re-scored the same recorded totals with the standard method. My notes also list Question 1's answers as five 3s, six 4s and one 5, which add up to 44 rather than the recorded 37; using 44 gives 64.8, so the conclusion is the same either way.

Chapter 09

Takeaways

Throughout the FitVibe project, I discovered the value of conducting user research and using an iterative design process. By considering the needs and preferences of users, I gained a better understanding of how to create designs that enhance user satisfaction and engagement. These experiences taught me how to create meaningful and user-centric digital experiences.

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