
Fyga
Overview
Fyga is a fitness application focusing on helping locals find the best events in a one-easy-to-use App. Our client has asked my team to research the needs, goals, motivations, and frustrations of millennials around health and fitness.
The target audience is the millennial. They are digitally savvy, prioritize memorable and authentic experiences, and have social identity.
Client:. Flatiron School
Platform: Iphone X
Timeframe: 6 weeks
My team: Team 7 (5 students from Flatiron School online)
“Your client believes millennials are seeking alternative ways to stay happy, healthy, and active.”
Problem Statement Defined:
“Active and social millennials need a way to seek and build communities to keep them motivated and engaged in order to progress with their health and fitness goals.”
Let’s get started with the Research :)
First off, my team and I started looking at available event apps that are related to fitness, to get a better understanding of our competition. Nike run club, Fitbit, my fitnessPal and zombies Run were a few examples of what we found!
We learned the most is that none of these fitness apps focus on communal fitness and offer very few social aspects.
We ran a competitive analysis to compare features and were able to get a better understanding of the actual market, this also gave us great insights into the competitionWe used Google Sheets to create the Competitive Analysis UX deliverable.
First interview and survey process:
We started doing a survey and our goal was to gain a better understanding of millennials' needs, goals, motivations, and frustrations surrounding their health and fitness.
“Personal Fitness Survey was taken by 112 people between 4-6 Jan., 2020.”
We learned these important insights: 66% of respondents use mobile phones and quite a big portion of those that were interviewed (23%) don’t use any devices while exercising. Top 1 most popular places for physical activities is outdoor. More than half (55%) of users participate in fitness activities with others, mainly with friends.
After finishing our survey we decided to do interviews with active millennials (ages 23-32). The observations took place mainly in local gym environments.
We used the following tools for interviewing:
Zoom (video conference tool)
Otter (Audio recording/transcribing tool)
Google document (using a sharable doc to maintain information)
The goal of these contextual interviews was to discover the health and fitness habits/behaviors of the millennial generation. All of the interviews were conducted by our team members independently, with a 1-1 method of interviewer-interviewee.
Our Personas name is Megan Stanley, she is a friendly, adventurous and a trendy person, around 30 years old who enjoys doing fitness activities around her city.
Design Principles
Community
We help individuals find like-minded people who will share knowledge, build diverse communities, compete and connect with each other.
Motivation
Feel inspired to achieve your health and fitness goals by relating to others with similar aspirations.
Adventure
Explore different fitness activities that add thrill and adventure to your daily routine.
Let’s bring our creativity together as a team
After learning and understanding the user's needs based on all of the research, we started working on 5 divergent concepts. We designed a series of paper wireframes for each divergent concept and later low-fidelity wireframes.
It was also a way for us to come up with a number of different creative ideas together. It was a lot of fun to see what others created and brought to the table!
3 of our most important low-fidelity concepts:
Find those around you
This concept allows users to find people on a map around them who are available to join each other for fitness activities at their specified times. The user can then connect directly to whomever is available and thusly partake in said activity together.
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Create a community by itself
Get on the App and create your profile. The App will look for three or more similarities between you and another individual in your area and prompt you to connect with them through Right Swipe (Tinder-style). As soon as one fitness activity gets ten right swipes, a community/group is automatically created.
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Let’s play a game!
Adventurous gamification of the fitness experience. During the week a user can do many different physical activities on his own schedule. Accomplished fitness activities will be shown on his map allowing him to expand his map and earn points (get a trophy, a crown, become the emperor).
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We had a little bit of difficulty deciding on what ideas to keep. So we decided to conduct another survey. We learned that the gamification, community aspect and map features were enjoyed the most.
As a team, we also faced a challenge with the gamification feature. We had to make a choice between giving people the option of creating their own teams or allowing everyone to choose between 3 preexisting teams. Because this was time-sensitive, we decided to take a vote as a team. The winning preference was to create 3 teams for the users.
After all of our research and ideation we had a better understanding about millennials: that they enjoy communal fitness activities, want to stay active and need motivation to do so. For our final concept we combined the divergent concepts to create…
…A team-centered competitive fitness game!
Onboarding:
Enables user to choice between 3 different teams
Homepage
Allows user to choose a team challenge around his or her area
Allows user to see rankings, challenges, and to increase points
“Challenge” Feature
Allows team members to join together, earning more points per challenge
“Team Fox” Feature
Enables group chat between members, filters by location
Prototype Mid-Fidelity made with Figma
*Please click expand arrows on the right side of the image below to enlarge
Conclusion: Report and Final Feedback
we decided to run a usability test with 6 users both in-person & remotely. Users will have the opportunity to participate in Team and Solo challenges, receive rewards, and conquer territory for their team through our app.
The aim of the Usability Test was to evaluate the iOS application ‘FYGA’ at an early stage of its development.
This test helped us determine if the set tasks can be completed easily and also determine any areas of improvement in task flow, language, and overall design that would need to be modified.
Key findings:
Difficulty in the initial understanding of the app’s goal.
users expressed uncertainty toward the purpose of the items.
users enjoyed a lot the app’s concept.
Potential additions to Fyga can be:
More contextual guidance: Inclusion of contextual tooltips that allow the first time user to be guided through and learn the game as they interact with it.
Introduce a Calendar: Sync up the users daily activities with their calendar so they can receive updates and reminders before a challenge.
Bonus Challenge areas: Challenge areas that appear only for a limited amount of time, offering a higher amount of rewards for the team that conquers it.
Conclusion:
I hope you enjoyed reading about our journey as we worked on the MVP designs for our first project “FYGA” app with my team AUX5!
My Team AUX5 in our WeWork location in Austin downtown.