Fitness Wellness App

Fitness Builder has recently launched a fitness-tracking app for iPhone, which aims to expand to include nutritional planning and user-engagement challenges. 

The main purpose is to provide users with a mobile application that guides them through nutritional habits and workouts to help them achieve their fitness goals. 

The timeline for this project, was set to eight (8) weeks. My role in this project included user research, interaction design, and prototyping.

Problem

  • People’s health problems result from a lack of exercise.
 
  • Not everyone has access to gym trainers, resources, or the time for exercise.
 
  • People struggle to maintain consistency in workouts due to a lack of motivation. 
 
  • It is challenging for people to consume healthy food to improve their lifestyles due to a lack of nutritional information.

Actions

One-on-one interviews were conducted with users of various fitness apps to gather qualitative data about their needs and preferences. Through this process, we gathered valuable feedback quickly and gain a deeper understanding of what users think and need from their fitness health application. These insights helped us create a user-centered application.

In addition to the user interviews, I conducted a competitive analysis of existing fitness mobile apps. This analysis enabled us to identify best practices, and features that are popular among users. We have incorporated many of these into our Fitness Wellness mobile app to provide a comprehensive user experience that meets our audience’s needs. 

UX Artifacts

As part of the research process, several UX artifacts were meticulously crafted to help facilitate the project’s success. These artifacts include a comprehensive Sitemap, meticulously planned Wireframes, and an Interactive Prototype that showcases the proposed user experience.

  • Sitemap

  • Wireframes

  • Interactive Prototype

Site Map

After considering various options for the system architecture, I concluded that a hierarchical tree structure would be the best fit. This decision was based on several factors, including the anticipated amount of information that the application will contain.

Wireframes

After creating the initial hand-sketch wireframes, the next step was to develop medium-fidelity wireframes. These wireframes had annotations added to them, which helped to explain interactions and functionalities that couldn’t be shown through the flat wireframes alone. If you want to view the annotated wireframes, click here.

Results

The development of this project led to a significant achievement in the creation of a click-through prototype, which aimed at addressing the very crucial aspects of the usability and accessibility implications of the designed interactions.

The ultimate goal of the project was to develop an interface that meets the diverse needs of the target users. The click-through prototype is now in its final stages of readiness, and various iterations have been created to ensure that it conforms to the usability and accessibility standards.

Click-through the interactive prototype

Lessons Learned

Through the Fitness Wellness project, I learned that conducting proper research is essential to designing user-centered experiences. This research allowed us to gain valuable insights into our users’ goals and motivators, which in turn informed the development of our IOS app. By utilizing qualitative research methodologies, we were able to identify key features that would empower all users to improve their health and reduce their risk of health problems.

The Fitness Wellness app is designed to provide users with a range of tools to help them achieve their fitness goals, including personalized workout routines, group challenges, and nutritious meal plans. We aim to encourage users to take an active role in their health by providing them with the information and support they need to make positive changes in their lives.