Trac App- Health and fitness



Brief

The day by day wearable fitness equipment trend is slowing down and people want some feasible, reliable gadget that always with them and smartphone is best way to track down their fitness activity.

Problem

Rescope the problem for real cause


These days people get so busy in their life an increasingly prominent issue given the commonality which can lead to reduced fitness health. Even though there are so many attempts to motivate user for fitness but there is a limited effect has been found but I decided to find the problem space and fill the empty gap.


  • Users get confused in activity data
  • Lack of motivation
  • Irrelevant data

Design Process

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Market Research


The Fitness Wearables segment includes devices that are explicitly intended for fitness. In particular, fitness wrist wear which is equipped with sensors and activity trackers that measure and analyze the physical activity and body functions of the wearer. Smart Clothes and Eyewear are also included. Smartwatches are not considered here as dedicated fitness equipment; therefore they are excluded from the market segment. The Fitness Apps segment includes fitness and nutrition apps e.g. calorie counters, nutrition diaries and apps for detecting /tracking/analyzing and sharing vitality and fitness achievements.

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IN-SCOPE

  • Fitness and nutrition apps for detecting /tracking/ analyzing and sharing vitality and fitness achievements
  • Desktop versions of fitness applications that additionally provide an app

OUT-OF-SCOPE

  • Apps that focus on specific diseases (e.g. diabetes apps)
  • Apps that do not provide any options to directly measure or analyze vitality and fitness achievements
Market analyze Reference from statista !



Competitors Analyzes

Find opportunities in the already crowded space

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In this crowd, we chose the 3 apps strava, stepsetgo and google fit because these 3 apps covered all the areas of tracking fitness activity. These 3 app is most trendy in 2019 so, I choose to compare them.

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Unveil opportunities from cause and effect

To find the real problem. I iterated the real cause at different stages and find the reason for the get delayed to complete the task or goals. we divide into the 2 parts the full day scenario and task planning.

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DESIGN & ITERATE

I brainstorm the ideas, user feedback and analyze the user interview to look out the reality on ground. I choose the 3 category of different age of user respectively 24–28 group, 30–39group, 40–45group people.

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Users Interviews

I initiated with in-field interview, guerrilla interview to find out the problems and I found out. Studies shows

Age
The age group 18 to 44 was the most likely to exercise. Of those individuals age 18 to 44, 59.7 percent reported exercising at least three times a week for half an hour or more. This compares with 53.5 percent and 46.7 percent, respectively, for the age groups 45 to 64 and 65 and older
Race/ethnicity
White non-Hispanic or Latino, single race were the most likely to report exercising at least three times a week for half an hour or more when compared with all other race/ethnic groups. Exercising at least three times a week for half an hour or more was reported by 58.1 percent of white non-Hispanic or Latino, single race. For Hispanics or Latinos, black non-Hispanic or Latino, single race, and other races/multiple race, non-Hispanic or Latino the percentages reporting exercising at least three times a week for half an hour or more were 48.8, 49.2, and 51.6, respectively
Sex
Males, compared with females, were more likely to report exercising at least three times a week for half an hour or more. For males, 59.4 percent reported exercising at least three times a week for half an hour or more while 52.1 percent of females
Reference: https://meps.ahrq.gov/data_files/publications/st70/stat70.pdf

User Motivates Objective


How to motivate a User?

Draw on Theories Formed in a 1943 paper called the 'A Theory of Human Motivation', Maslow believed humans have five basic categories of needs in life, and that they fall into a strict hierarchy, each one building on the one before.
They are:

  • Physiological
  • Safety
  • Love
  • Esteem
  • Self-Actualization

That's all well and good.


Empathy Map

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Validates ideas through Design critique and testing

I design the 3 different patterns and test with the user with several rounds of design critique to find the suitable solutions.

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Homepage Layouts Wireframe: By testing these layouts with help of the users and my designer friends the layout 3 is most loveable and efficient one found and layout get more point to stand out the crowd.

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Now let's make these sketches into some low fidelity wireframe to get clear some of the thoughts.

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Final Design

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Design change 1 The design get change from the loading goal bar to adding some new notifications info.





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Design change 2 Changing the style from circular to linear bars to show the ongoing activity data and have a selection option to choose from monthly and daily.





Final High-fidelity Design

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Conclusion

we can derive the research (ie.user interview, desk findings, and final product) to help people daily lifestyle manage work and fitness activity by challenging the different task in the award of level gain.

I improved

  • Screen flows (minimise)
  • Confusion revolving around data.
  • Managing the routine daily lifestyle.
  • Motivation to complete the task/challenges