Nechari Riley
UX Designer | Researcher

Huddle

Building community through fitness.

Introduction

My team developed a product to promote health, fitness, and/or sports that could be incorporated into an existing brand. 

  • Target: People interested in fitness (all levels)
  • Audience: Internal Stakeholders
  • Project Role: UX Researcher
  • Timeline: 2 weeks

Huddle

Ideation

We brainstormed various ways we might think about aspects of health and what problems we might solve to meet users needs to make a product that was:

•Fitness-oriented
•Social

•Accessible

PROBLEM STATEMENT

People tend to be more open to new experiences if they are able to experience them with those who share their same knowledge and skill level. In fitness communities, people with higher levels of confidence in their fitness abilities are more likely to continue their engagement in both new and establish fitness routines, leading to healthier and happier lives

How might we develop an experience that welcomes people of all skill levels to fitness communities?

RESEARCH

Huddle

Business Research

We gathered information about the competition in order to find a market fit for our product.

  • We first analyzed fitness brands which provide specialized fitness apparel and services (i.e. lululemon for yoga).
  • Next, we examined brands with team- or individual-oriented sports.
  • From our findings, we saw that Nike positions itself as a fitness company which targets a broad range of sports and encourages team-oriented physical activity.
  • We determined that our product would best fit into the Nike ecosystem.

Screener Survey

To begin answering our hypothesis, we sent out a screener survey to find the right participants. We collected 20 complete responses to our survey.

The key question we asked participants, "do you use fitness applications", was used to find potential interviewees for our user research.  Fifty-five percent (55%) of participants answered "yes" to this question.

User Interviews

We conducted 5 user interviews at the discovery phase of this project in order to get a better understanding of the problem. We were most curious about users experiences around trying new fitness activities.

We asked general questions of users mobile application use and then dug a little deeper into their fitness behaviors and motivations.

Key Questions:

  • Two key questions we asked were “Tell me about a time you tried a new type of physical activity?” and “What have you done to prepare for a new sport or activity?”

Insights:

  • The main insights were received from these interviews were: 
    • “I feel more comfortable when I do activities with friends.”

    • “I wish I was prepared for the activity beforehand.”

    • “I like being well-informed of what I’m doing.”

    • “I’m not confident in trying new things, especially alone.”

    • “I’m moderately active but I’d like to be more active."

Primary and Secondary Personas
Primary and Secondary Personas

Personas

Based on our user research insights, we created three personas. Each persona represented the main goals and pain points for users.

We referred to these personas throughout the entire design process.

User Journey

We created a user journey based on the primary persona, Victor, to represent the scenario in which a user might interact with the platform we were designing.

The image below represents the user journey of our primary persona, Victor, as well as the highlights and pain points he might experience while using the product. It also shows user interactions with the platform which should create a positive and enjoyable user experience.

Huddle
Huddle

User Flow

The user flow shows the paths a user can take in order to satisfy their needs with our app. The flow chart below shows one of two ways a user can use the app to find games to join using the app.


Task Flow

The below task flow represents the interaction a user would have navigating the app. It is also what we like to call the “happy path,” meaning, this would be the most efficient way for a user for find and join a game, starting with the splash screen - the opening of the app - to join a team.

WIREFRAMES

Huddle

Mid-Fidelity Wireframes

At the beginning of my design process, our team created mid-fidelity wireframes in Sketch to conduct usability testing.

We also used these wireframes to define elements on the app as well as the visual hierarchy.

The key aspects of our design included:

  • Setting a skill level
  • Finding a nearby game to join based on the sport of interest and
  • Learning more about the sport of interest


USABILITY TESTING &
DESIGN ITERATIONS

Huddle

Usability Testing | Mid-Fidelity

Our team conducted initial usability testing on 5 people to reveal possible usability problems within the structure or visual hierarchy of the app.

Generally, most users completed successfully completed tasks (set the skill level, find a team to join, check schedule), with users commenting on the design clarity and ease of use of the app.

The critical issues found within these tests revolved around users wanting to see more visual aides (through color) and alternate ways of joining a team.

Huddle

UI Design

In order to match the brand aesthetic of Nike's fitness app ecosystem, we created a style guide, identifying the font family, color palettes, and UI elements (ex. logo, header symbols).

Huddle

Mid-Fidelity to High-Fidelity

Using feedback from the usability testing as well as the style guide, we created high fidelity mockups of the app. 

Key iterations were adding a new banner to find a game and simplifying the tab bar.

Huddle

Usability Testing | High Fidelity

Overall, our usability testing on the app improved with the high fidelity mockup.

During the test, users inquired about setting their skill level on the account setup page as opposed to going to their profile to set their skill level. Some users recommended adding a “set up profile” page and clarifying the skill level for subsequent design iterations.

HUDDLE

RECOMMENDATIONS & LESSONS

What We Learned

As one of the largest sports brands in the world, Nike prides itself on innovation and supporting active communities on a local and global scale.

My team's challenge in developing this app allowed us to engage new athletes throughout their fitness journeys: from setting their skill level to finding a nearby fitness activity, to eventually developing community.

Recommendations

Our user experience design team’s goal was to research the experiences of people who engage in fitness in order to incorporate those insights into a platform which could neatly integrate into Nike’s current fitness app ecosystem. 

We would love to build out the function of this app and conduct further usability tests to see the impact of finding fitness communities that match users' various skill levels over time.

"IF YOU HAVE A BODY YOU'RE AN ATHLETE."

- Bill Bowerman | Nike Founder