PROJECT OVERVIEW

crowdfit

THE BRIEF

An experienced personal trainer came to me with a problem, he was frustrated by the amount of platforms he was using to communicate with clients. On a daily basis he would slip between WhatsApp, Email, Facebook Messenger and Text to plan sessions and pass on information. Using his calendar to input his sessions was extremely time consuming for him and with no way to update new sessions quickly.

 

                   

THE solution

Crowdfit is a community based app which aims to bring people together for their common goal of exercise. Sessions are run by qualified personal trainers who have their own network and platform to offer their fitness services just by signing up to the AppThe goal of Crowdfit is to help people find their new fitness passion without commitments or contracts. Whilst providing personal trainers with a platform that showcases their services and creates a hub to communicate with clients.

business goals

  • To create an app that enables fitness professionals to post live classes

  • To include a certified knowledge hub to advertise fitness and nutritional plans

  • To create an app platform that can be the go to service for quality group fitness outdoors

toolkit

Adobe Photoshop CC (Wireframes, High Fidelity) Adobe Illustrator CC (Visual Design, Iconography) 

Pen & Paper, Sorting Cards (Low Fid Prototypes, User Testing) Invision (Prototyping)

my role

UX / UI Designer (Solo Project)

the client

Justin Lynch - Personal Trainer, Sydney, Australia        

market evaluation

market size & strategy

Initial research needed to be conducted to evaluate the potential market for a product like this. Even with the client so sure on what he was after I still needed to evaluate the at this stage. It was clear that the fitness app market was growing rapidly. The client wants a platform that connects all of his and his colleagues contacts so he has a shared database. From here he wants to use that information for targeted fitness plans.

the global fitness app market is expected to grow at a CAGR of more than 29% during the forecast period, 2017-2021

technavio (2017) fitness app market

AUSTRALIAN FITNESS INDUSTRY REVENUES TO GROW TO $2.4 BILLION BY 2022/23

Australian fitness management (2018)

user research

user interviews

The client was sure on his target market but I wanted to confirm for myself.I began with running quickfire interviews with potential users, I interviewed a mix of users from a local gym to users walking and exercising around a well known fitness area. I asked all of the interviewees quickfire open and closed questions due to their time precious environment. Using only five short questions.

users interviewed:52

ages: 16-62

71% exercise

individually Only,

but only 22%

enjoy it 

82% OF USERS ALREADY HAD DOWNLOADED A FITNESS APP

73% EXERCISE  STRAIGHT AFTER WORK

87% PREFERRED TO EXERCISE OUTSIDE IF THEY HAD THE CHOICE

professional interviews

To establish what content would be most useful for personal trainers using the app professional interviews were conducted with three PT's. This helped create the framework for the type of fitness and nutritional plans they would advertise for users to have a go with and how they would prefer to work in a team and individually.

reminder

To find a passage throughout the users day where their motivation to exercise could be increased. A reminder system could be useful here to trigger the user to sign up to sessions

attendance

The PT's all mentioned that they would need a guarantee of each class set to be attended so that their time isn't wasted and to know the fee asked upfront by users.

PERSONA

The main user group that stood out to have all downloaded a fitness app and 9/10 prefer to exercise outside were the working professionals. Between 25-45 this user group are tech savvy and keen to get outside to exercise and test out new fitness regimes

user journey map

A journey map was created to demonstrate the users behaviour on a day to day basis and to help understand how this app could be integrated into their lifestyle. This helped to find times in their day where they could potentially sign up to sessions and that variety was key to keep the user motivated.

1/4

ROUTINE

It was clear to see the user becoming bored of their routine but continuing their current exercise because they feel there's no alternative. Also committed to a membership, feeling the need to use it to get it's value.

red routes 

After reflecting on the user research and speaking to industry professionals it was clear where the key tasks of this system must allow.

BE ABLE TO HAVE A VARIETY OF WORKOUT OPTIONS DAILY

QUALIFIED INSTRUCTORS AND VERIFIED FITNESS GUIDANCE 

OUTSIDE WORKOUT SPACES AVAILABLE FOR SESSIONS

analysis

 affinity sorting 

All observations and user insights were taken from the user interviews and from discussions with other fitness professionals to gain an overview for the content. This information  could now be collated to identify grouping before user card sorting.

1/3

user card sorting 

Once I had decided on groups of information I wanted to see if it aligned with the users thought process. I gave headings for the 6 groups along with 24 other cards to be sorted. Tested across five potential users to help create the format for th apps information architecture and to see key insights into users thought process.

80%

OF USERS DID NOT USE INDEPENDENT FITNESS AS A GROUP

100%

OF USErs sorted 'professional tips' with

the most features

prototyping

visual sitemapping 

The platforms DNA had now been completed so a sitemap was created to represent the information architecture. This gave clear sections to the platform that need to be developed and represents the detail needed within each section.

depth 

Here it was clear to see the

app had levels for committed users who would 

purchase fitness/nutritional plans

and the users that just wanted to work out. However having free plans could help.

low fidelity wireframes

Now that the flow of information had been created rough wireframes could be designed to create screen content for each section. Using careful consideration for scale, proximity and continuity when designing these sections.

1/3

visual DESIGN

style & appearance

The overall theme of the platform was aimed to be digitally impressive, simple and bold. The colourways also need to resemble the outdoors with the sky blue which creates a positive calming atmosphere. The colours used were to reflect nature such as the yellow for the sunlight and the white representing the clouds to influence the user subconsciously.

font family

GILL SANS NOVA REGULAR

 

PARAGON REGULAR & BOLD

theme

colours

hex #33D4FF

developing interface

Basic user interfaces were used to give the app enough content to conduct further user testing. Once this had been completed a UI toolkit was introduced and the design language became consistent throughout the app. It was important to keep the outdoor theme represented by the gradient background.

key features 

Crowdfits ability to let fitness professionals advertise their services to a key fitness following.

Also allowing the PT's to network with one another to run classes together or cover for each other, all benefiting the fitness community.

final designs

project summary

key learning

  • The importance of conducting user research even though the client had a strong idea of what they wanted from the start

  • Using insights to find further potential users that can benefit from its service (PT Networking)

  • The importance of grouping information under headings the users would expect to see

next stage

  • This client is currently waiting for further funding to take it through further development and on to market launch

Business & user goals achieved

  • The platform was designed and tested for an app based service successfully 

  • Contains a wealth of professional and trusted training and nutritional plans

  • Can be used quickly on the go with sign ups taking under 50 seconds

  • Offers the user quality and variety of outdoor fitness sessions all in one place

  • 96% of participants completed the final scenario set unaided