
Fun Fit
Project Overview and Context
Roles and Responsibilities
Exercising is not always the most pleasurable activity for everybody. Many people struggle to keep going to the gym or doing exercise regularly. This project explored how to create an engaging application for exercises and low cost for its users.
It was also essential to incorporate three core values: trust, ethics, and accessibility.
It was also essential to incorporate three core values: trust, ethics, and accessibility.
Project developed in the second half of 2021.
User Research, Navigation, User flows, Interactive prototypes, Animations, Art direction, UI, UX Writing.
The project was developed with another designer. We explored the problem together until the definition of the personas and some wireframes. After that, I continued alone with the high-fidelity prototypes, animations and user testing.
Discovery
We first explored the problem of people not exercising and who was the user we would focus on. We run the 5 Whys exercise trying to understand the real problem why some people don't exercise. After 5 interactions with in group we concluded that people don't exercise because "I would rather find something more fun to do".
After the first interaction, we knew we wanted to create some sort of exercise game that made exercise an enjoyable experience. Especially for the people that don’t find it enjoyable. We started to look for inspiration in other exercise games, namely Wii Fit and Ring Fit Adventure from Nintendo, but also Duolingo. They do a good job teaching language and keep their users motivated to come back.
We run a survey and collected data from 32 people regarding their routines regarding exercises. We sorted the responses into four empathy maps, and later analysing the results, we found that the people don’t like exercising because they find it boring, or they would rather do something “fun with friends” instead.


Persona
We took the finding from the survey and created a persona to encapsulate all our results. We also brought the trust and ethics components into account when creating this persona. The resulting person is a young student. She feels pressured from current solutions because of how they compare which intimidates her. This is the reason she doesn’t exercise. She wants a platform that feels safe and where she can decide who can see what she does.
Accessibility, trust and ethics
The application has been meticulously designed with accessibility in mind, requiring only commonly owned hardware, such as a smartphone, instead of specialized equipment. The layout is user-friendly, featuring large buttons and text with simplistic icons and AAA contrast on every screen. The app empowers users to follow their routine without fear of punishment if they pause or stop entirely, putting them in control. Additionally, users have the freedom to fine-tune sharing options and other settings, with all sharing options turned off by default to prevent unwanted sharing. To maintain language consistency, the app also employs a voice chart created having the words playful, trustful and routine as principles.

Mood board and illustrations
The mood board for the project was expertly crafted by incorporating key themes from survey results, such as trust, joy, fun, consistency, routine, and progress. Additionally, we carefully selected illustrations from https://undraw.co/illustrations to establish a robust database of exercise pictures for the application.


Color Guideline

Mobile Prototype
TV Protype