02 / IMPACT

Empowering remote workers to stay active and energized: A mobile app designed to boost physical activity and well-being.
My Role
UX Designer
UX Researcher
Project
UW INFO 360
Timeline
March 2023 - June 2023 (10 Weeks)
The Team
Project Manager: Eli Ballesteros
Content Writer: Richard Rahardja
UX Research: All Team Members
Context
The shift to remote work during the pandemic has posed challenges for full-time remote employees in finding time and space for exercise at home. In response to the theme of health and wellness in my design thinking class, my team and I developed a solution focused on encouraging remote employees to increase their physical activity.

As the UX Designer and Researcher for this project, I played a pivotal role in conducting contextual interviews, testing the mid-fidelity prototype, and designing the final high-fidelity interfaces.
Target User:
  • Full-Time Remote Employees
Project Goals:
  • Understand current problems that remote employees faces at home.
  • Provide the necessary resources for remote employees to improve their fitness experience.
  • Motivate remote employees to achieve their fitness goals.
Researching the Problem Space
In order to better understand our problem space, we decided to start off with a secondary research using trusted sources and new articles. We were on the hunt to leverage any existing information and data around physical activities and remote work. Here is what we found:
01
Studies show that remote work has led to challenges in time management, with many individuals struggling to establish clear boundaries between work and personal life. This can make it harder to allocate time for exercise. (Source: Harvard Business Review)
02
Research highlights the negative health impacts of prolonged periods of sitting and sedentary behavior. It can lead to various health issues, including obesity, cardiovascular diseases, and musculoskeletal problems. (Source: World Health Organization)
03
Studies suggest that maintaining motivation and accountability for exercise routines can be more challenging in remote work settings. (Source: Journal of Occupational and Environmental Medicine)
Competitive Analysis
We researched various competitors in the health and fitness field in order to grasp the competitive landscape and find opportunities. Looking at the popular players within the space, we discovered an over-saturated market competing on identical features: providing workout videos and tracking workouts.
FitOn - Yoga, Pilates, HIIT workouts
Nike Training Club - muscle workouts
Strava - tracking workouts
With these products already available, why do remote employees still have a hard time working out at home?
Understanding the User
To gain a deeper understanding of our target user, I led my team in conducting in-depth contextual inquiries with 4 full-time remote workers. The goal was to obtain real-time data and uncover insights into why remote employees might face challenges in exercising regularly. This inquiry was structured in two key parts:
Part 1. Conventional Interview
Each individual was interviewed to gain insights into their experiences with physical activities, particularly in the context of performing them at home. These individual user interviews aimed to provide a comprehensive understanding of users' perspectives on being physically active in a home environment. Our conventional interview questions consist of:

Part 2. Contextual Interview
In each session, I requested the employee to guide me through a typical day in their life. This provided an opportunity to observe their actions and behaviors within their home environment. When needed, I engaged in discussions to clarify actions or confirm my interpretations.

This is one of the contextual interview I conducted:
An obstacle that I encountered during my contextual inquiries:

Privacy Concerns:
During my contextual inquiries, some participant expressed concerns about sharing personal information and allowing observation in their home.

Solution:
To address this, I emphasized the confidentiality of the information gathered and assured the participant that their privacy was a top priority. I explained that any data collected would be anonymized and used solely for this project's research purposes. Additionally, I offered the option for them to choose specific areas of their space or activities they were comfortable sharing.

Researching the Problem Space
Through in-depth interviews and observations, we gained a comprehensive understanding of the circumstances that influence our users' exercise routines at home. The following findings encapsulate the key themes during our research:
01
Lack of Motivation
Even if the user begins their fitness journey, motivation would decline with little to no means of raising it up again overtime.
02
Limited Space
Living in small spaces can be difficult for people to exercise without having to go an outside space such as a park or the gym.
03
Time Management
Many participants expressed challenges in effectively managing their time while working remotely.
04
Need for Education and Awareness
Participants emphasized the need for easily accessible information on the health risks of a sedentary lifestyle.

While our research provided valuable insights into the challenges faced by full-time remote employees in maintaining exercise routines at home, it became evident that a critical hurdle exists: motivation to continue exercising. Although some users exercise at home, they eventually stop exercising once motivation level starts taking a nose-dive.

To gain a clearer perspective, I've outlined a mini journey in order to identify opportunities to reignite motivation and provide the necessary support to keep the user engaged in their fitness endeavors:

Revisiting Competitive Analysis
So far there none of the application from our competitive analysis aim to solve these key insights we found during our user research. We found that many platforms are lacking in providing workouts according to space availability, integrating health education relating to physical fitness, or motivational tactics that would encourage users to workouts.
Problem Statement

How might we design a solution that consistently boosts motivation and provides accessible resources for full-time remote employees?

Defining Our Personas
We consolidated our research insights into 2 personas to understand our users’ frustrations, experiences, personality and goals. These personas will help guide us as we begin our ideation process.
Design Goals

Prior to initiating the design phase, we defined a set of goals based on our research findings and personas. These goals serve as a compass, ensuring that our design process remains attuned to the specific needs and pain points of our target users.

01
Enhance User Motivation ⭐
The primary goal is to create a solution that consistently boosts and sustains motivation for regular exercise among full-time remote employees.
02
Promote Accessibility 🏠
Ensure that the solution caters to users with varying levels of space availability, fitness levels, and preferences, making it inclusive and accessible to all.
03
Provide Educational Resources 📚
Offer comprehensive health and fitness education to empower users with knowledge about the benefits and best practices of physical activity.
Ideation

With our design goals guiding us, it's time to dive into the ideation process. This is where we unleash our creativity, generating a multitude of ideas for what a motivational experience would look like:

ideation

We employed two down-selection methods to identify the most promising ideas for refinement and development. First, we conducted a team-wide voting process to gather input from all members. Then, we organized the voted-on ideas along an axis spanning from low to high implementation effort. This allowed us to assess how each idea aligned with our design goals. Following extensive discussion, we concluded that a mobile application serves as the most comprehensive intervention, effectively encompassing all three core design goals.

Low Fidelity Wireframes

To establish the initial design and flow of our app, we circled back to our design goals, research insights, and user needs. We then asked ourselves: What's the most straightforward paths to guide the user towards their goal?

Learning Pathway
This low-fidelity user flow outlines the learning modules within our app. This flow empower users with in-depth health and fitness education, equipping them with valuable insights into the advantages to physical activity. Upon completing each module, users have the opportunity to participate in a quiz, earning PTOs as a form of recognition for their engagement.

Exercise Pathway
Having gained insight into the significance of physical activity, it's now time to put that knowledge into practice. This flow introduces workout videos and filtering options. Users can seamlessly search for workouts that suit their available space and time. Upon completion, users earn reward points commensurate with the intensity of the workout.

Reward Pathway
Within this flow, users can track their current progress towards earning PTOs. Additionally, the page showcases the points accumulated over the week and features a company-wide leaderboard. This motivational tool encourages users to stay committed to learning and exercising.

Low-Fi Usability Testing

For usability testing, we conducted moderated think aloud testing over Zoom. The 5 users included remote employees, my peers, teachers, and TA were asked to share what they were doing, thinking, and feeling while trying to complete the tasks given to them. I asked them to complete a learning modules, find a workout video that works for them, and track their progress.

Findings:

01
Users wanted to shorten learning readings with more pictures
02
A way to save certain workouts for later
03
Enlarge filter options because its type face and interactions very small.
04
Display the amount of point and how time it takes to complete a lesson or workout
Iterations! Iterations! Iterations! No design process is linear.

To ensure optimal results, we conducted three rounds of usability testing. As the UX designer, this iterative approach allowed me to effectively implement valuable feedback into the refinement process. Displayed below are images highlighting the critical issues identified through our usability studies, which I addressed and incorporated into the design.

Learning Pathway
Exercise Pathway
Reward Pathway
Style Guide

When designing our app, I made sure to comply to the WCAG guidelines making color combinations with enough contrast so the content is clearly distinguishable from the surrounding page for an accessible color palette.

The Final Product
Knowledge Empowerment
Access a rich repository of health and fitness resources. Users gain valuable insights into exercise benefits and best practices. Each learning achievement earns points towards PTO, seamlessly blending education with motivation.
Tailored Fitness Journey
Explore a comprehensive fitness experience designed to cater to every individual's unique circumstances. This pathway prioritizes accessibility, ensuring that users of varying space availability, fitness levels, and personal preferences find an exercise routine that suits them perfectly.
Motivate and Achieve
By engaging in tailored workout sessions, users earn points that not only drive their fitness progress but also lead to valuable rewards such as PTOs.
Impact of this project
01
Improved Physical Health
By providing accessible workout routines and educational resources, the project can contribute to improved physical health among users.
02
Increased Motivation and Engagement
The points-based system and gamification elements can serve as powerful motivators, encouraging users to stay committed to their fitness goals. This sustained motivation can lead to long-term behavior change and a more active lifestyle.
03
Increased Knowledge and Awareness
The educational component of the project equips users with valuable knowledge about health and fitness. This newfound awareness can lead to better-informed decisions about their physical well-being, both within and beyond the scope of the application.

We presented our project to our class and allowed our peers to interact with our prototype. We presented our project to our class, allowing our peers to interact with our prototype. Overall, both our peers and our instructor expressed a desire for such an app to exist.

Reflection & Next Step

The usability tests were crucial. Seeing users interact with our designs and share feedback emphasized the value of user-centered design. The evolution of our prototypes based on these insights was a testament to the effectiveness of this iterative approach.

If we had more time:
I would focus on further refining the user interface to ensure it offers a seamless and intuitive experience. Conducting additional rounds of user testing, especially with a larger and more diverse group, would help polish the design for optimal usability.

What would the next step look like?

01
Inclusivity
Creating alternatives for users who are unable to exercise due to disability.
02
Partnerships and Collaborations
Work with fitness experts and health professionals to create workouts that are gear more towards user's current health status.
03
Incorporating Multimedia Elements like Videos or Interactive Modules
This could offer users a richer learning experience and cater to different learning preferences.

Overall, this was a super fun and rewarding project! Not only did I refined my user research and usability testing abilities, but also gained a deeper understanding of mobile design principles. Additionally, I discovered the value of team collaboration. While approaching a problem from diverse perspectives can be challenging, it often leads to remarkable outcomes. Recognizing and respecting the insights of my team members played a pivotal role in the project's success.

OverviewUser ResearchThe ProblemDesign ProcessFinal DesignReflection