PROJECT
Regain
Regain is an app to help guide members of a fitness chain as they get back into the gym following the global pandemic with new safety protocols in place.
TYPE
Product Design, Design System, UX/UI
ROLE
Lead designer

OVERVIEW
An app to assist the public as they regain their active lifestyles.
I participated in a 6-week non-credit Product Design online course through ELVTR. We were instructed to either choose or come up with a challenge to solve for.
The Challenge
Health and safety protocols have put the fitness industry under pressure to find innovative solutions to guarantee that their gyms can keep operating in a safe and efficient way.
The Objective
Using a mobile app, gym members should be able to plan their workouts and complete them without having to share machinery and with minimal waiting time. This should ultimately better manage the flow inside the gym.
The Process
02
Synthesis
01
Analysis
03
Creation
04
Production
05
Deliver
01
/05
ANALYSIS
Empathize with the user’s wants and needs.
I wanted to understand my user’s pre-pandemic gym experience and routine as well as their adaptation to safety measures being regulated since the pandemic. I conducted a user study survey to gain more knowledge of the user’s fitness routines, new adjustments and any emotions they have felt from this change.
80%
26
users surveyed
aged 25-34
50/50
male/female users
Their gym experience before the pandemic:
53%
42%
attended big box chain gyms
went to the gym every other day
3/5
38% rated their concern for gym cleanliness
Current gym experience since the pandemic:
19%
have not returned back to the gym
38% rated their concern for gym cleanliness
4/5
feel protocols hinder their gym experience
11%
57%
spend about an hour for their workout
46%
predetermined muscle groups
30%
predetermined equipment to use
02
/05
SYNTHESIS
Assessing the research.
The pandemic has caused users to reassess their fitness regimen and be more cautious of their environment. It is important to keep gym members comfortable and reassured of proper cleanliness without restricting them from following their desired workout routines.
The Problem Statement
Our gym members have the problem that they need consistent validation of the equipment sanitation and the ability to avoid crowds of people while they are in the gym for their workout. Our solution should deliver a way for them to feel safe from germs on surfaces and around them so they feel less restricted from continuing their normal fitness regimens.
Three design principles to help guide the design making process:
Comfort
Ease concern for health and safety.
Flexible
Adaptable for different types of training and routines.
Balance
Create stability within the shared space.
Ideation
I started by making some general notes to keep in mind and considered touch points of the user which I used to map out “How might we...” statements. Following this, I worked through a crazy 8’s exercise to explore possible solutions.
In quick ideation exercises I considered different points of the user’s journey. From before the user physically goes to the gym to when they are in the middle of their workout. The research shows users want different experiences for their workouts, whether that is more or less assisted.
I decided to pull concepts from a few of my ideas. This is because collectively, it would solve for varying desire in level structure, capacity and fluidity within the gym and confirmation of cleanliness. It wouldn’t be restrictive for those who want to keep their own routine but can provide guidance for those who prefer it.
03
/05
CREATION
Mapping out user journey flows.
When creating flows for this app, I broke down the user’s journey into steps including:
Setting up/logging into the app
Before entering the gym
As the user is entering the gym
During their workout
Each of these segments of time are important as it determines the interaction with the app and the user’s capabilities.
I noted that awareness is created when an email is sent to gym members notifying them of the latest app to download. This information is also shared with the gym member at the point of entry to the gym.
Wireframes
Based on the user journey that was mapped out, I explored wireframes to determine a direction that was intuitive and functional for the users.
04
/05
PRODUCTION
Constructing the essential components.
I created a style guide and system of components in Figma. To do this, I considered all states of the user’s experience both during and outside of their gym workouts.
05
/05
DELIVER
Putting the pieces together.
Once I had components created I was able to build high fidelity wireframes from the initial user flows. I broke out the journey into three buckets. This included the user’s experience:
Getting set up within the app
Outside of the gym, preparing for a workout
In the gym
Testing and validation
I tested multiple prototypes with three users by walking them through the steps, getting their feedback and recording insights from the tests. The prototypes tested were created from the core user actions:
Sign up
Sign in
Add exercises from generated suggestions
Create workouts from scratch
Start a workout after entering the gym
Getting set up within the app
New users are guided through a sign up flow which then gives them the choice to set up a profile to create a more tailored experience in the app.
Outside of the gym, preparing for a workout
As a gym member is plans a workout, they will be able to select certain equipment that is available during their selected day and time.
In the gym
Once the member has entered the gym, they have to unlock access to their schedule by accepting the latest safety protocols. Then, they’re able to begin going through their timed workout.
Project learnings
Research is critical. Without understanding the different users and their unique experiences, it is impossible to validate any designs.
Find the non-happy paths because not everything goes to plan. It may be functional but discovering the exceptions help surface ideas that may have not been considered earlier.