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Olive

Fitness App

Helping users reclaim their health and their schedule.

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The Problem

Users are looking to easily update and record mental as well as physical health data. They would likewise like to use this data to make better decisions and learn new information about health and apply it in their lives.    

The Goal

Create a mobile app that allows users to navigate their health journey while giving them time back in their lives without being bogged down in an overly complicated app. The purpose of this app is to keep it as simple as possible so the user can use it for as little time as possible while gaining maximum benefit.

The Story

I began the Career Foundry bootcamp in UX with some working understanding of the UX process. In the end I completed the bootcamp with a full understanding of the user, their journey and how to solve big problems.

Timeframe

January-October

My Role

UX Design

Visual Design

Research

Prototyping

Wireframing

Creative Direction

Branding

Information Architecture

Tools

Figma

Adobe Creative Suite

Usability Hub

Marvel

Optimal Sort

The Process

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User Interviews

User interviews were conducted of the key demographic with a range of lifestyles, jobs and hobbies. The research goals were the following:

Determine which tools users find most beneficial to their health and well being.

Uncover users habits in regards to users mental and physical health.

Identify users feelings towards using apps for health and wellness.

Affinity Mapping

Following the user interviews, I reviewed the data and constructed an affinity map. This image represents some of the data that was beneficial in creating the user flow for the product.

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Define

After gathering user feedback, I developed user personas to define the target audience for the product. During this process, it became clear that users preferred a physical app over a mental health app. As a result, the decision was made to remove the mental health feature and focus on the physical app. With the user personas established, I created user journeys as a next step. Here are some examples of those journeys.

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Develop

Once our user is better understood it was time to start developing the product. I created some low fidelity wireframes to start this process. Below are a few iterations of wireframes created from the user’s journey.

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Mockups

After a few rounds of low fidelity and mid fidelity wireframes, high fidelity prototypes were created and tested by the user. In one such test, I conducted a preference test for the onboarding feature of the app.

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After reviewing human interface guidelines from Apple, the decision was made to reduce the image size and allow for white space for the text.

Users overwhelming prefered a photo behind the gradient by 73%.

Final Screens

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Retrospective

My goal for this project was to create a workout app with essential features that wouldn't waste users' time. Through user research, I discovered that users preferred a quick and easy app without unnecessary features. I simplified the app further by removing the mental health feature, as users were more interested in physical health tracking. The final product meets users' needs and wants. This project taught me that app development is an ongoing process that requires continuous management, updates, new features, and understanding of the user.

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