Outfitness - Background
Outfitness was designed to cater for the outdoor gyms around Ireland. The app currently features three locations, a total of 6 workouts, based on the machines.
Features: It has an audio feature to guide the user through each exercise program. This app provides key information about performing each exercise correctly on the machines through text and videos. The app features google maps gps, which guides the user to each machine while working out. Each workout has an automatic timer and timer controls.
Workout page: The workout page is dynamically updating different exercises with Audio files, pictures and text throughout the workout. There are two timers, the first one acts as a buffer timer which allows the user to get ready for the upcoming exercise. While the buffer timer counts down, an animation moves around the circle in sync with the timer. Audio is triggered during the buffer timer. Guiding the user to the following exercise. Once the timer reaches 0, the second timer starts. Depending on the exercise the timer will play from 30 seconds to 8 minutes. During this period, the user can pause the timer or skip onto the next exercise. Where the timers will repeat the same code adding new contents to the page. Once the second timer reaches 0 it will change exercise.
IOS build: The application was built using JQuery, JavaScript, HTML5, CSS, PHP, MYSQL and third party APIS. The app Content was dynamically pulled from a database with PHP and MYSQL. The third party APIS used in the Outfitness mobile application are Google maps and Youtube.
Problem Statement
Statement two: How to integrate the workout machines into an app for users to workout with a seamless experience?
Research
Research was done through surveys, interviews, card-sorting exercises, affinity diagrams, mental model and paper prototyping in order to gain a great understanding of the users needs and values.
The First type of reach method that was applied is online surveys. The main reason for starting off with a survey is that it is a fast way to obtain answers regarding my mobile application. It helped me gather fast accumulation of data from the users. I used the software programme “Survey Monkey” to construct the survey. I prepared seven questions relating to my mobile application. Some of the questions have the option for the user to comment on the reasons for their decisions.. Below there are a series of some of the questions that were in the survey.
SURVEY MONKEY QUESTIONS
Question one: What type of phone do you have ?
Reason behind the question: The reason why I picked this particular question is to find out what model phone I should build my mobile application for .
Feedback: Out of the 25 user responses, 13 users selected Iphones as their device. This gave me an idea on what platform I should build for my final design.

Question two: Have you benefited from the outdoor gym equipment in your area? If not, please state why?
Reason behind the question: I chose question two, to find out if people were getting use of the outdoor equipment, with the option to leave a comment stating why they didn’t. This gave me the opportunity to find out what people could be missing during their outdoor gym experience.
Feedback: This question gave me good feedback with the opportunity for people to state why they did not benefit. 15 out of 25 left comments.Some of the data gave me useful user requirements, which I implemented into my final design. Below are four particular comments I found helpful. These comments suggest people are not to sure of the location of the outdoor gyms and people could do with workout programmers to go alongside the machines.


Question three: Do you think an app would assist you in using the outdoor equipment? If yes, please state why?
Reason behind the question: Before constructing this app, I wanted to know if the users would use the outdoor gyms more often if there were an app available. I left the option to leave a comment if selecting yes, to give me a better understanding.
Feedback: With 88 percent of users saying yes, this gives me a good reason to build the app. 18 out 25 users left comments stating why they thought the app would assist them. Below are a sample of five answers out of the 18.


Question four: What method of training would you most likely do?
Reason behind the question: This particular question will allow me to form a better understanding of what types of training people do and how I can incorporate it into my mobile application.
Feedback: This question was created to find out what type of workouts I should have in the workout. Since a majority selected weight training, I kept this in mind to add body weight training into the workout programmes.

Question five: In your opinion, what would be the most important requirement to have in an outdoor gym app?
Reason behind the question: Question five, allowed me to assess what the user thought was the most important requirement to have.
Feedback

Three users individually took part in the open card sorting. The users were given 16 cards with a workout exercise per card. They were asked to make groups depending on the relationship of the item and then make a header per group. This method was to help me understand how to pair exercises together in a workout program.

Closed card sorting, the users were giving 16 cards with the exercises written onto cards. Each user was asked to group them into two categories beginner and intermediate. There will be two categories in the outdoor gym app beginner and intermediate so I used the opportunity to find out what users would select as the two categories. Below are my findings of the two groups. User one left (beginner) User two right side (intermediate) of each of the three images.

During this form of testing I had four users (myself included). The group were told to write single words about the outdoor gym training on sticky paper. Once the group couldn’t think of any more words, we started to separate words into groups based on similar relationships. Once groups were formed, we spoke about the patterns and how we could structure items in order of importance. The group noticed some words were no longer needed once groups were formed. The outcome of the Affinity Diagrams gave me knowledge of what users think should be in the outdoor gym app. It was a great way to develop new ways of thinking. Affinity Diagrams helped me gather many user requirements and form a better understanding of how I will build a mental model.



This mental model was built with the help of the user requirements obtained from Affinity Diagrams. It shows the process ranked in a higher hierarchy depending on its value. This was a rough version made with sticky paper to show the overall system. Main categories (features, categories, workouts, rehabilitation and connections) within each category. At the top are the interactive buttons which the app will have and below is the content that would be useful for interactive buttons to show that behaviour. This mental model has given me an organised system of how I could design my final app.


Persona
Competitor Research
From the Musclematices app, I used how they displayed the list view with a picture of the exercise beside each one. Having the option for the user to click into the exercise to find out more detail about the exercise through videos, text and audio.

From the 30-day fitness challenge app I had focused on the audio and UI design. In particular how the app was able to set up two different voices during the workout. When designing my app, I took into consideration the simple UI and how it interacts with the user.
Another key feature I used in my app was how they went about using the audio. The first audio voice plays at the start of every exercise describing how to do the exercise then stops. The second audio voices tell how to make the exercise harder or what you can do to help you improve the exercise.

The Johnson & Johnson official 7-minute workout app has a few elements that have been included in my final design. Firstly, there is a simple UI mainly with the blocky buttons and with the video placed in the middle with a circle framing the video. Instead of a video, I have used an image in the middle of the circle in my design. Another feature was how many button clicks it takes the user to reach a workout. In my final design, I have tried to narrow down the button clicks as much as possible. Finally, I take notice of the audio feedback. The app acts as a coach while training.
Paper Prototype
From the early stages of the design. I made a paper prototype to test the design and layout. I tested with the paper mockups. I designed the navigation and UI around a simple design. Aiming to have it easy to navigate as easy as possible for users while on the go. While this design was constantly changing through user testing, I tried to reduce the button clicks it takes to reach the workout page to a minimum.
Making paper mockup Testing workouts
The workouts were tested in the three locations provided in the app. The two testing methods, card sorting open and closed were used to build a workout list. When testing the workout lists further, a paper prototype was made for the public to view and give feedback in each of the three locations. This testing method also enabled feedback with regards to the layout and practicality of the application from the users tested.
Lo-fi mockups and wireframes were made for testing in the parks
A style title was created to help me design the UI of the app
Hi-fi mockups and wireframes were made for testing before development
