Let me introduce you to our fitness and workout app called FITLAB.

The FITLAB app was created as a project for the Ironhack boot camp, and this case study will guide you through the process of developing and designing this app.

Our goal was to create a personalized, affordable, easy-to-use fitness app targeting a female audience. FIRLAB app could address any aspect of personal well-being, including fitness, nutrition, and time management. The app will provide training on various body parts, a nutrition section, progress, and more. As for now, my partner and I focused solely on creating a free/limited app version.

Research

We began by performing a competitive analysis of fewer workout apps. While fitness-related applications offer a customized experience, such as personal workouts and paid membership, some give a free-limited option of having a list of exercises and some minimalistic additional applications. My partner and I decided to build a survey to collect data from people who use fitness/workout apps to see the pros and cons of the past or current apps they used or are still using.

Surveys

Our surveys revealed that most individuals prefer a limited free version of the app instead of paying for a subscription right after starting their journey on the app. People’s activities are separated to work out with and without equipment, indicating that our app should have personalized pieces of training. The best way for people to obtain workout guidance is through video tutorials, and the most interest goes to muscle training — second place to cardio and third to flexibility. Nutrition and supplement suggestions became a unanimously significant part of the app for the users. While training, people want to keep their nutrition balanced, and at the same time, an app is able to connect to their wearable device. According to statistics, community, and social sharing became the last of interest for training people to have in their app.

User Interviews

We conducted a number of user interviews to gather qualitative information, and we discovered that people value seeing the progress of their training journey, keeping their nutrition balanced, and the app being easy and affordable.

Secondary Research

Secondary research allowed us to investigate the people’s statements and overview elements of the existing apps that we could later use as bad or good models.

How Might We

We put all our gathering ideas together and ended up with the one main How Might We statement.

Problem & Hypothesis

My partner and I created the Problem and Hypothesis in order to identify the main problem.

Empathy Map

An Empathy Map consists of six sections of a chart. These sections reflect key traits that the user revealed during the research. The map delivers an overview of a person’s experience.

Once we identified the main job to be done, we decided to visually illustrate our primary persona, TV journalist Amy Johnson.

User Persona & Emotional Journey

Amy is a fictional user persona that helps us design user-centered solutions by understanding user demographics, goals, behaviors, pain points, and motivations.

This emotional journey was created to track the range of emotions the user experiences when interacting with a product. We also created a storyboard that helps us and stakeholders visualize the user’s experience from beginning to end and determine potential usability issues or areas for improvement.

User Flow

Our user flow visualizes steps that the user takes to achieve a goal within a product. We identified potential issues and areas for improvement in the user experience.

Mid-Fi

We created mid-fi designs to test and validate concepts before finalizing the high-fi version. Our app starts with a quiz to generate a personalized training program. Users can track their progress with a wearable device and access video tutorials for proper exercise form. Research shows that including exercises, nutrition, supplements, and favorites in the app is crucial.