Cross-Media Workouts App
AI-driven Warehouse Operations Platform
.My Role
UX Design, Product Design.
.Team
Shan Wang - PM
Xianxian Lu - Product Leader
Shiying Sun - Engineer
.Our Users
Fitness community.
.Timeline
04.2022- 09.2022
.Overview
Designing a fitness app and Vision Pro viewing experience for a startup redefined how users connect with fitness and community. Aligned with the startup's growth objectives, I led the high-level design, introducing referral strategies, asynchronous competition, and personalized fitness features. This approach not only delighted users but also drove viral growth, strengthened community bonds, and turned the app into a profitable venture.
01
Long term goal
We know fitness brings countless benefits like improved health, weight management, and more. Millions run outdoors or in gyms each year, but fitness apps often act as taskmasters, focused on tracking and reminders. We aim to break this cycle, inspiring a culture where fitness is fun, social, and self-driven.
Fitness becomes less about discipline and more about discovery, making everyone love to move and share the experience.
02
Short term goal
As a startup, our goal is to broaden revenue streams by introducing a software ecosystem, highlighting treadmill capabilities.
Goal #1
Goal #2
key metrics
I've identified key features based on our MVP. This gives us a clear direction for development and helps Pitpat focus on what effectively promotes and sells the treadmill.
Boost sales by introducing gamification features.
03
Strategies
I've identified key features based on our MVP. This gives us a clear direction for development and helps Pitpat focus on what effectively promotes and sells the treadmill.
Boost sales by introducing gamification features with the two scenarios in mind.
One time user do not take advantage fully of treadmill.
Marketing strategy
01
Give users clear tasks
Competition point system: for who can access treadmill
02
03
Customized sending profile
Spectator mode: for who can not access treadmill
The features of "Point system" and "customized sending profile" stood out - internal tests found them helpful, so I created more detailed flows with low-fidelity wireframes.
04
Leadership buy-in
In addition to the spectator mode on the app, I also explored the VR platform. This elevates engagement by offering a more immersive and exciting way for users to interact with the product.
Our founder loved the VR concept so much that he created a dedicated team to develop it. Now, it’s live on the Vision Pro Apple Store.
05
Soft launch
From our soft launch, we noticed that while casual players enjoyed the experience, serious workout users found it less engaging.
This reveals a gap in meeting different user needs.
Serious workout users found it less engaging.
"It feels like a game, will this weaken fitness results?"
"I want to focus on the training itself."
"Does this entertainment-focused approach only suit beginners?"
06
Problem solving
How can we engage serious players with our app? I conducted meetings with the PM and an engineers to pitch my ideas. While the engineer raised concerns about technical constraints, the PM and I agreed that not implementing this feature would significantly impact the user experience. After discussing various possibilities, we reached a compromised solution that balanced technical feasibility with user needs.
Breaking down the problem:
User Needs
Challenge
07
Design Principles
Diving deep into the problem space, I devised 3 design principles that respond to user needs and their corresponding challenges.
Delight
Motivate adherence through engaging and rewarding interactions
Clarity
Enhance understanding by clear, real-time progress visualization
Guidance
Support wear schedule management through timely and intuitive reminders
Inspired by the Nudge Theory, I created gamification strategies aim at enhancing Invisalign wear commitment.
Research shows that patients have difficulty staying committed to their Invisalign schedule, because the existing app does not provide a motivation trigger. This reminds me of the Nudge Theory, a concept from behavioral science suggesting that small alterations in choice presentation can predictably influence decisions and behaviors.
In response, I created a gamification strategy inspired by the Nudge Theory to facilitate changes in wearing habits. This framework serves as a foundation for generating design ideas and features.
08
Iteration
Tech constrain
I led in-depth interviews with 18 users across three key roles—Support Associate, Inventory Control Specialist, and Order Picker.
Material/ Texture: On-site voice library access enables real-time adjustments for better item retrieval.
Visual hints: On-site voice library access enables real-time adjustments for better item retrieval.
Info architecture
I led in-depth interviews with 18 users across three key roles—Support Associate, Inventory Control Specialist, and Order Picker.
Visual hints: On-site voice library access enables real-time adjustments for better item retrieval.
9
Final Design
01
Give users clear tasks
Visual hints: On-site voice library access enables real-time adjustments for better item retrieval.
01
Give users clear tasks
Competition point system: for who can access treadmill
Visual hints: On-site voice library access enables real-time adjustments for better item retrieval.
01
Give users clear tasks
Competition point system: for who can access treadmill
Visual hints: On-site voice library access enables real-time adjustments for better item retrieval.
10
Takeaways