Workout Widget

A mobile virtual personal training application with a focus on access for all and a global motivational network

Project Overview

Client

Workout Widget via CEO Ryan Williams

Sector

Personal Fitness/ Fitness Technology

My Role

I led my team of three fellow designers in reaching out to Ryan and designing our User Research plan moving forward. My insight into the world of personal fitness from both the point of view of a personal trainer and client helped define and focus research and elements of the future application's design.

Project Length

One month with potential for continued work with Ryan and his team on a temporary non paid internship basis.

Tools / Skills

Sketch, Canva, Powerpoint, User Interview, Storyboarding, User Journey, Persona

Project Status

This project is currently in development in a highly competitive market and thus Ryan has requested that all deliverables remain private. If you would like to request access to the full case study, please reach out to me directly. 

Overview

The global/online virtual fitness market is supposed to grow 33.1% from 2020-2027, this growth rate was helped along even more by the outbreak of the Covid pandemic forcing gyms and fitness studios around the globe to shut down. Prior to Covid-19, fitness apps reported that only around 7% of users used live streams and only 17% used pre-recorded videos. During the pandemic live stream users shot up to 75% and pre-recorded videos were up to 70% with users.

 

Workout Widget aims to revolutionize the way people workout with personal trainers as well as their fellow man. Not only will the application be available to all regardless of financial means but its unique features and focus on community support will set in above the competition in a league of its own.

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Problem

The global/virtual fitness market is already extremely competitive and is only expected to grow in the coming years. With so many options out there for people to chose from, the problem shifts from how to merely be successful, to how to stand out from the pack and provide users with options they are unlikely to find from anyone else. Outlined problems with current fitness applications include:

  • Elite Access Only (overly expensive programs and equipment)

  • Low Quality Streaming 

  • Limited Class Schedules

  • Isolated Workouts

  • Inconsistent Fitness Tracking

Solution

  • Workout Widget will provide a fitness application based around the core value that fitness should be affordable for everyone and incorporate exercise alternatives so that users need not be restricted by a lack of expensive equipment when working out.

  • Interview both Personal Trainers as well as trainees who have previously worked out with a virtual personal trainer in order to ensure Workout Widget meets both types of users' needs.

  • A focus on a global fitness community with bring a new level of support and motivation to what has thus far largely been a lonesome endeavor. 

Process

I was brought into the process very early on when Workout Widget was selected to be a part of Springboard's Industry Design Project program. Initial research and potential user surveys had already been completed. The primary goal was to conduct in depth User Interviews, analyze results gathered, create User Personas, and storyboard a problem/solution flyer to highlight how Workout Widget would solve its user's problems. 

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To visualize findings for stakeholder consumption

Discover

Utilizing data gathered from the initial potential user surveys, the next step became conducting primary user interviews of those determined to be the primary users of Workout Widget. After much discussion amongst the team, it was determined that certified personal trainers and people looking for modern and less expensive ways to workout would be the primary demographics using this application. 

Define

Key Takeaways:Trainer Interviews
  • Flexibility of schedule 

  • Ease of use

  • Ability to reach large audience

  • Options to host both live and pre-recorded lessons

  • One on one training capabilities

Key Takeaways:Trainee Interviews
  • Convenience 

  • Cost Efficiency

  • Community (being part of a team) 

  • Motivation

  • Accountability 

  • Inspiration (sharing your workouts between different apps, social media)

  • Ease of use

Deliver

Due to concerns over leaking sensitive information, all deliverables are only available upon explicit request.

Final Client Feedback
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Ryan Williams

Founder & CEO of Workout Widget

June 2021, Ryan was a client of Daniel Boyce

During the course of the project, Springboard Students focused on uncovering real world pain-points facing the online fitness industry today. The students each structured their own questions and hosted their own interviews. The students took it upon themselves to find “interviewee’s” based on predetermined data provided by Workout Widget. Each interview conducted was recorded and analyzed. We then took the compiled data to create 2 persona profiles. From there, we collectively worked as a team to develop “journeys” target customers must undergo. Finally, using Canva.com we developed a flyer that displayed a grand overview of the most common paint-points, and gave proposed solutions to remedy each of them.

Ready to work right out of the gate! He was a pleasure to work with. Daniel’s background with personal training and passion for fitness served as a foundational reference throughout the course of this project.

Next Steps

Over the course of the past four weeks, the team accomplished many steps in the User Experience process for Workout Widget. Here are the next steps we would take to fully realize Workout Widget into a revolutionary virtual fitness application: 

  1. Conduct a Competitive Analysis

    1. Perform usability and heuristic analyses of WW’s closest competitors

  2. Draw up User Flows of each type of user’s “Red Routes”

    1. Outline the ideal routes that each type of user (trainer and trainee) will take when using the app

  3. Create an Minimum Viable Prototype (MVP) Map

    1. Diagram each desired feature on an X (Nice to Have-Necessary)/Y (Easy to Implement-Difficult) axis 

  4. Begin Wireframing/Paper Prototyping

    1. Start early stage design work by outlining placement of essential features and text