This design challenge is part of the course Design Thinking: The Ultimate Guide from the Interaction Design Foundation. The goal is to create a smartphone app which will help people improve their fitness. The target group is people who want to exercise more, but who—for various reasons—don’t get around to it.
This solution was worked using the Design Thinking process.
The tools used during the design process are:
Google Forms
Microsoft Word
Power Point
Balsamiq
The Design Thinking process consists of 5 non-linear, but rather interactive stages, that help us to find solutions to a diversity of problems.
I created a probe to get insights from the potential users of the application. It consists of a booklet with fun activities aimed to discover the exercise routines of the potential users and their feelings towards exercising. In the end, I didn’t use the probe because during the pandemic everybody’s routine changed. Under these circumstances, an online survey was easier to manage. I used the answers to the survey in the define phase to get an understanding of their challenges when they needed to exercise.
The information collected in the survey was analyzed in order to define the problem by defining a persona and creating an affinity diagram, How Might We questions and Point of View statement.
In the ideate stage we look for solutions. The braindump technique was used to gather as many ideas as posible to solve the problem defined in the POV.
IIn the prototype stage I defined the possible flow of the application as well as the wireframes to be able to validate it. I selected the most critical and representative actions of the application.
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The solution was testing by creating a paper prototype to allow the user to interact with the screens. The prototype was laid in front of a user that matches the persona defined. She reviewed all of the screens and talked about each one of the steps.