Venn-Pass is a complimentary gym membership belonging to Venn Global Network. It grants free access to neighborhood gyms in the Venn Global network across over 32 cities worldwide. Upon signing up, the user can choose their desired gym based on factors such as it being crowded, having a pool, or if their friends and neighbors currently use the gym. Once registration is complete, a QR code is provided for easy access to the gym.
This case study is a personal project. As a UI/UX Designer, I conducted Complete design of all parts of the application including User Research Plan, Guide, User Research, Empathy Map, Journey Map, Persona, User Flow, Competitive Analysis, Problem Statement, Scenarios, Sketches, Site map, Mood Board, Wire flow, Discussion Guide, Research Plan, Prototype, Usability Testing Synthesis, and Logo Design
Research objectives:
To choose a gym in the neighborhood
Allow users to see different types of gyms
Allow users to see if their friends are in the gyms
Allow the user to see if the gym is crowded
Ensure users can sign in to the gym through the app.
The Problem :
The problem of individuals shying away from gyms stems from a multitude of reasons such as the absence of a workout partner, difficulty in making and sticking to workout schedules, the strain on their finances, and ultimately the inability to sustain the routine. Moreover, fitness companies are often at a loss when it comes to enticing individuals to rent their workout spaces. However, by promoting the sense of community within these spaces, tenants can interact with one another, form friendships, attend events, partake in physical activities, and establish a vibrant social circle- and in turn, attract their friends, thereby fostering a strong sense of community within the building.
The App Goals
To choose a gym in the neighborhood
Allow users to see different types of gyms
Allow users to see if their friends are in the gyms
Allow the user to see if the gym is crowded
Ensure users can sign in to the gym through the app.
I conducted in-depth interviews to gather insights for further research. These one-on-one conversations involved open-ended questions to explore the user’s experiences, motivations, emotions, and perspectives. The goal was to develop a solution that aligns with their needs. The interviews were conducted online using Zoom.
Research Synthesis - Affinity Diagram
Once all the research data was collected, I utilized FigJam to document and organize the findings. I created an affinity diagram by capturing the research results on sticky notes and arranging them based on similarity.
Qustions I asked the users:
How often do you go to the Gym?
How often do you like to swim?
How many times a week are you going to the gym?
I created Competitive Research:
Competitive Analysis conclusions:
It is a rarity to come across rental companies that include gyms as part of their rental agreements. In addition, it is worth noting that the ownership of gym applications belongs to the gyms themselves and not the rental companies.
Personas
I identified problem patterns and solutions from the affinity diagram. Based on research findings, a persona was developed representing the needs and motivations of the target group for user-centered product solutions.
Persona number 1
Cynthia is currently lives in NYC. She finished her master in Education.
Journey Map
Then, I created a Journey Map to gain insights into the product usage flow from the user’s perspective. This journey highlights user challenges and identifies features that can better resonate with their needs.
An Empathy Map
I designed An Empathy Map to uncover users’ motivations for seeking and using a service. This analysis helps in understanding the solutions that best meet user needs and are more likely to be adopted by users.
Wireflows: ( User Flow )
Next, I designed user flows as maps, guiding users through sequential steps to accomplish tasks and achieve goals within the app.
Scenarios:
Site map
Wireframes and low-fidelity prototype
Sketches
Low-fidelity prototype
Moodboard
My Design Decision: My theme offers accessible serenity.
Is the application easy to understand? Easy to use? Does the user understand what to do? Are they excited to use the software in the future? Can users complete a signup ? Can users find the information they need?
Suggestion:
To have an explanation about the app on the first page. To have a hero section guiding users on what they need to do. To provide more information about what this app is all about. To create a realistic prototype that users can use to input their own information. Supportive data: What makes me optimistic is that I can trust the results. Data point 1 – many people were able to complete registration easily. Data point 2 – the app looks like a real application and not just a prototype. Data point 3 – users found it easy to navigate the app’s interface. Data point 4 – some users did not have enough energy to fully engage with the app.
Prototype Feedback:
Features Evaluation
Scenario 1: Sign in to the Gym
Scenario 2: Check User Page
Scenario 3: Find Gym by Cities
Lessons Learned: An explanation of the app’s purpose is necessary for user comprehension.
Users found form composition difficult.
Users lacked the energy to engage deeply.
Nav bar confusion.
Summary
Revise prototypes, explain actions, conduct usability tests, finalize MVP by Jan 30, collect more user info for high-res prototype after launch.