OVERVIEW
It was a design project to create a high-fidelity health mobile application that aimed to inform and check body change process of users.
MY ROLE
Wireframes
User Experience
Visual Design
TIMELINE
1 month
Intro BodyMind is a unique workout app that focuses on managing user's own workout data and helping to guide how to effectively maintain a healthy body. These features encourage users to find their ideal routines and follow the correct way of workout performance.
The Asset Before I get into the design process, I decided to have consistent design components that match well with BodyMind mobile application.
The Challenge How might we create BodyMind interfaces and improve its usability and legibility?
The Solution Primary goal was to create a more approachable interfaces for first time users. Based on one of the Nielsen's 10 heuristics, which states that keeping consistency and standards allows users to be more familiar with the interfaces, I designed the app with familiar workout tasks and patterns.
Desired Users &
Audience Anyone who is interested in improving workout performance and checking daily workout routines.
Roles &
Responsibilities As a creator of BodyMind, I was especially responsible for improving and envisioning the end-to-end user experience. As the sole designer for this project, I tried to contact and research people who do exercise at least twice a week. Through realistic feedback, I was able to effectively brainstorm a skeleton of product as I designed prototypes and wireframes.
Scope &
Constraints - Timeline: 1 month, 4 sprints
- Tool: Figma
- Sprint 1: Brainstorming + User research
- Sprint 2: Sketch Wireframes + Low Fidelity prototype + Design Review
- Sprint 3: User Research + High Fidelity + Design Review
- Sprint 4: Final design + Presentation
Research For this project, I conducted two user researches to better understand user pain points. First user research, which targeted people who do exercise at least twice a week, allowed me to decide essential components, overall designs, and good things to be added for users. Second user research more focused on how to improve usability through cognitive walkthrough tests. These tests allowed me to obtain feedback on how easy or difficult tasks were to achieve user's goals.
Outcomes &
Lessons As this project was my first sole design project, it was a great opportunity to acknowledge my capabilities as a UX designer. Because it was not a team project, I made a greater effort to not miss user pain points and details for every sprint. One thing I did differently was to execute another user research at the beginning step of design, resulting to accelerate the design process and create more user friendly interfaces. For the next future project, I would like to improve the interfaces with more number of usability testing and feedback.