Olive
Fitness App
Helping users reclaim their health and their schedule.
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
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.
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.
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.
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.
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
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.