The Challenge

How might we help those who work from home build a healthy habit of staying active throughout the workday?

The Solution

This case study discusses the research, problem, and design solution for keeping those who work from home active during the workday - WorkitOut

View Prototype
The Challenge

How might we help those who work from home build a healthy habit of staying active throughout the workday?

The Solution

This case study discusses the research, problem, and design solution for keeping those who work from home active during the workday - WorkitOut

View Prototype
My Role

UX Researcher
UX Designer
UI Designer

Skills Implemented

Research
Visual Design
Interaction Design
Usability Testing

Tools

Adobe XD
Photoshop

year

2021 - 2022

Design Process

1 Research

Market Research
Competitive Analysis
User Interviews
Affinity Mapping
User Personas

2 Strategy

How-Might We Questions
Key Product Features
Application Map

3 Design

User Flows
Sketches
Digital Wireframes

4 Test & Refine

Usability Testing
Affinity Map
Branding
High-Fidelity Prototype

Research

Research Plan

Research was a critical portion for building WorkitOut as we really wanted to understand the difficulties, benefits, and lifestyle changes for those who were forced to work from home as a result of COVID-19. What potential health problems have they faced and what solutions can be built to benefit them? 
Prior to starting research, I wanted to make sure and outline my research goals and methodologies. Doing this ensures that the research will stay on track and better guide the application design later.

Research Goals

Methodologies

Secondary Research

Market Research

In order to discover an issue in the healthcare industry, I began market research. Knowing that COVID-19 dramatically changed the workplace landscape, my research objective was to discover potential health problems that surfaced as a result of individuals working from home. Both the schedules and habits of these workers are as follows:

Work Schedules

Work from Home Habits

Based on the above, we know that working from home is here to stay. As a result, the decreased activity levels of these workers will also likely continue to be an issue.
How might we help those who work from home build a healthy habit of staying active throughout the workday?

Competitive Analysis

With the core problem now identified, we wanted to research existing activity applications who might be trying to solve similar problems. We gathered information on their strengths and weaknesses and identified what they are doing well and what they could improve on so that we could apply these learnings to our own application. This process allowed us to see potential gaps in their strategy and opportunities for our own. We analyzed 3 direct competitors. A full competitive analysis can be viewed here.
Strengths
  1. Unique situational exercises
  2. Strong ratings from Apple
  3. Over 1,500 exercises
  4. "Mini" workouts are 30 sec
Weaknesses
  • No free version, $5 per month
  • Lack of advertising
  • Only pre-determined routines

Strengths

  • Personalized program for users
  • Wide variety of routine types
  • Huge following with high ratings
  • Add new content each month
Weaknesses
  • Shortest routine is 5 min
  • Lots of in-app advertising
  • Difficult to track progress

Strengths

  • Customizable movement timer
  • All routines less than 5 min
  • User progress can be tracked
  • Strong ratings from users
Weaknesses
  • No free version, $5 per month
  • Low inventory (120 exercises)
  • Not available on Android

Our Target Audience

The minimum age demographic for our responsive app is 22, as anyone younger is less likely to be working a full-time remote position. The upper age range is 55, as those older than this are much less likely to use a fitness/health app,according to a survey by AARP.
Defining this target audience helped us gather appropriate people for our primary research.

Primary Research

User Interviews

With a general understanding of the market and target audience, we wanted to gain insights from potential users by interviewing them.
We recruited 4 participants, all of whom worked from home and were aged 24-52. I created an Interview Script prior to the interviews, with 15 open ended questions to learn about their activity levels and behaviors while working from home.

Research Synthesis

With our interviews complete, we needed to go through the process of research synthesis to discover key insights from the data we collected, which then translated into the primary needs of our users.

Transcribing Findings

To start research synthesis, I first transcribed all observations and quotes from user interviews and added them to sticky notes.

Identifying Patterns (Affinity Mapping)

After all sticky notes were created, I identified patterns and grouped them together based on common themes or relationships. 10 groups were identified: Remote Worker Habits, Frequency of Movement, Community, Frequency of App Use, Exercise Content Preferences, Thoughts on Activity, Functionality, Cost, Movement Goals, and Location.

Uncovering Insights

With all data organized and categorized, | pulled out 4 key insights that allowed me to generate the user needs that would be addressed in my personas. The labels above correspond to each insight and need discovered.
Insights
  • Schedules of those who work from home change throughout the day based on their workload
  • Users don't confidently know how often they move
  • Users have different preferences when it comes to being active
  • Users share details about their physical activity levels with others in their life
Needs
  • Users need to be able to schedule their activity around work conflicts
  • Users need to track their activity levels over time
  • Users need customizable exercise plans based on their preferred activity methods
  • Users need to connect with others who are also active

User Personas

With primary data gathered and needs defined, it was time to turn this information into user personas. Both of these personas were referenced for the duration of the project, to ensure that we were addressing and meeting the core needs and goals of our primary users.
Let's learn a little bit about Camryn and Laura's needs and goals. Full persona documents with demographic info,motivations, and everyday activities can be viewed here.

Camryn Rodriguez

Needs
  • To track her activity levels over time
  • To connect with others who are also active
Goals
  • To move once every hour
  • To maintain her current weight

Laura Brown

Needs
  • To schedule activity around work conflicts
  • Customizable exercise plans
Goals
  • To move once every couple hours
  • To lose weight

Strategy

How Might We...

In order to give better direction on what our key features should be, we turned our insights and needs into Point-of-View(POV) statements and How-Might-We (HMW) Questions. Doing so ensured that we were keeping the user at the forefront and could brainstorm the best possible solutions to each question.
Insight
Workers schedules change during the day based on work load

Users don't know how often they move

Users have different preferences when it comes to being active

Users share details about their physical activity with others in their life
Need
Users need to be able to schedule activity around work conflicts

Users need to track their activity levels over time

Users need custom exercise plans based on preferred activity

Users need to connect with other individuals who are
also active
POV
Users need to schedule activity around work conflicts because their schedule changes based on workload.

Users need to track activity levels because they don't know how often they move.

Users need custom exercise plans because everyone has different preferences when it comes to being active.

Users need to connect with others who are active because they share details about physical activity with others.
HMW
How might we ensure that users can schedule their activity around work conflicts?


How might we help users track their activity levels over time?


How might we help users build a customizable exercise plan based on their preferences?


How might we help users connect with others who are also active?

Key Product Features

Using our HMW Questions based off user needs, we brainstormed potential solutions in the form of product features. Prior to moving into the application map, we wanted to ensure that these features/screens were included as they are necessary for the success of the application.
Community Area
to connect with other users
Health Data
to track activity levels over time
Calendar Sync
for scheduling their activity
Activity Library
with custom filters and plans

Application Map

With our key features established, we wanted to finalize the information architecture by building our application map. The map below shows the hierarchy for the application, in terms of key screens and core features. We established this map prior to building our user flows to grasp the size and complexity of our application before diving into the various paths users could take to arrive at these screens.

Design

User Flows

Knowing both our key features and information architecture, the next step was to create user flows so we could visualize the decisions and actions users would take prior to landing on specific screens.
The flow below is for one of our key features - completing and customizing an activity from the activity library.

Wireframes

Low-Fidelity (Sketches)

The next step was to build an initial visual representation of the interface. We started with low-fidelity wireframes as they are quick and easy to both create and modify. Some of our key screens based on user needs are below.

Mid-Fidelity Wireframes

With initial layouts created, we started to add more details through mid-fidelity wireframes. Everything remained in greyscale so we could focus on the layout, spacing, and visual hierarchy of elements without being distracted by color. We used common design patterns from other activity applications to ensure a similar user experience.

High-Fidelity Prototype

With better outlined layouts, we started making our wireframes high-fidelity by adding all imagery, iconography, and text to our application. In this process we also turned our wireframes into a prototype, so we could better outline the functionality of the app.

Test & Refine

Usability Testing

Preparing for Usability Testing

In order to understand if our prototype was usable, we needed to test it with actual users! Prior to recruiting our participants, we created a usability test plan that covered our goals, objectives, methods, schedule, and metrics for the tests.
Finding participants in our target market was critical to understand if our app was meeting their specific goals and needs. We found 6 workers between the ages of 25-40 to match what was laid out in our business requirements document.

Conducting Usability Testing

After finding our 6 participants, it was time to conduct the tests! We had both in-person and virtual sessions, each lasting about 20 minutes. We followed a script to stay on task and recorded all sessions per participant consent. I also took note of facial expressions and body language during the session that were not captured in the recording.

Research Synthesis

With our tests complete, we needed to go through the process of research synthesis to discover patterns of behavior from our users, which will indicate adjustments that need to be made in our application for a better user experience.

Transcribing the Sessions

To start research synthesis, I transcribed all my video/audio and notated behavior from testing sessions. Then I added them to sticky notes.

Identifying Patterns

After all sticky notes were created, I identified errors, observations, positive quotes, and negative quotes and then further grouped them together based on common themes or relationships. Positive quotes are excluded from the image below as they didn't give insight into changes that should be made within our application.
KEY FOR FINDINGS: 
Pattern
Theme Identified
1. Pattern
Insight
2. Insight
Recommendation
3. Recommendation
Community / Friends
  • 5/5 users clicked on the ‘invite’ button and don't understand the friends list between actions
  • Users don't understand if there is a difference between adding & inviting a friend
  • Add a new and separate “invite” section and adjust verbiage to differentiate between actions
Element Selection
  • 5/5 users had difficulty selecting scroll elements for height and weight in onboarding
  • Selection of height & weight in the onboarding process caused lots of frustration
  • Use an input field instead of a select field on these questions for easier entry for the user
Activity Suggestions
  • 5/5 users paused and were confused on what to do on the activity suggestions screen
  • Users don't know what action to take once presented with activity suggestions
  • Revise the verbiage in the sub-headline to give clarity into the action users should take

Prototype Revisions

After uncovering key errors with our prototype and brainstorming recommendations, we needed to implement those new solutions in our prototype to increase the usability of our application.
Community / Friends: 

Insight: Users don't understand if there is a difference between adding & inviting a friend

Recommendation: Add a new and separate "invite" section and adjust verbiage to differentiate between actions

Element Selection

Insight: Selection of height & weight in the onboarding process caused lots of frustration

Recommendation: Use an input field instead of a select field on these questions for easier entry for the user

Element Selection

Insight: Selection of height & weight in the onboarding process caused lots of frustration

Recommendation: Use an input field instead of a select field on these questions for easier entry for the user

Activity Suggestions

Insight: Users don't know what action to take once presented with activity suggestions

Recommendation: Revise the verbiage in the sub-headline to give clarity into the action users should take

Branding

With testing complete and a refined UI, we began the branding process. Before creating our branded elements, we came up with our app’s core values, knowing these would dictate the logo, color, and typography choices for our prototype. In order to come up with these values, we revisited the core problem we were trying to solve as well as our target audience.

Our Core Values

When brainstorming what we wanted our brand to represent, we listed out keywords that combated user frustrations or met user needs based on our research at the start of the project.

Logo Design

WorkitOut’s logo direction was inspired by a primary symbol that not only represents life, but movement and motivation - a heartbeat. Taking this symbol into account and incorporating the name of our application matches what we want to represent and follows the design patterns that competitors have established in the space.

Color Palette

When deciding on a color palette for WorkitOut, we also looked to our brand values and what colors they represented. Our primary color, orange, takes the passion of red and joy of yellow to represent motivation. Our highlight color, purple, represents creativity and innovation. The rest of our palette has neutral tones that represent our core value of modern.

Typography

Wanting a modern and clean font that is easily legible, we chose Source Sans Pro as our primary typeface. Throughout the application, it is used for all headers, subhead, and body copy. With 8 available weights, visual hierarchy can be easily established on all of our screens.

Style Guide

With key branded elements complete, we needed to build a style guide that the team could reference when building the application. This helps safeguard the integrity of our design by giving direction and guidelines for typography, colors, Ul elements, imagery, icons, and copy.

Final Prototype

I created our final prototype by applying our branded styles, learnings from usability testing, as well as accessibility guidelines. In addition, we also made slight adjustments based on final design review from our internal teams.

Learnings & Next Steps

Learnings

Throughout the full UX process, the main thing I learned is that design is iterative. You simply cannot get attached to your designs, because they are meant to change and evolve over time.
In addition, an important thing to remember is that we are not the user. Gathering data and insights from your actual users is the best way to provide an experience that is not only usable, but useful to them.

Next Steps

With the mobile prototype complete, official development would begin. Once the app is developed, it would be important to do further testing and iterations to provide a continual good experience.

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