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.