Stamina

Role: UX Designer
Duration: 13 Weeks
Tools: Figma, FigJam, Procreate

Stamina is a gamified fitness app designed to transform your health journey into an exhilarating adventure!

  • Gamification elements make achieving your fitness goals an enjoyable and rewarding experience

  • Dive into a world of diverse fitness activities, earn badges, and level up as you progress, all while being guided by our friendly fitness companion.

Overall

The main goal was to create a health and fitness app where those with busy schedules would be motivated in prioritizing their health over their work, school, responsibilities. The idea: You can’t pour from an empty cup.

  • Create an app that users will use long term because it helps them keep good habits

  • Design an app where the aesthetics and interface attracts all types of users

01. Discover & Empathize

Research Goals

  • An effective research goal identifies a specific gap in understanding and what we will do with research insights.

  • We want to know the perfect balance of gamification that interests or might work for a user so that we can decide how much gamification to include (base the entire app on “quests” and journeys” where every moving part plays into the game or a habit tracker that just rewards back streaks).

Objectives

  • Determine how much gameplay there should be to stay motivating and not overwhelming.

  • Understand what is usually the obstacle that is getting in the way of prioritizing health and fitness.

  • Understand user’s priorities and how to make the app work for them

  • Determine if competition should be integrated or if reward system is better.

Constraints

  • Time

  • Sample Size

Competitive Analysis

Brand

Competitive Analysis between Fitbit and Habitica

  • Fitbit: Overall a health & fitness app with some gamified features

  • Habitica: Task manager with gamified features

Background

Overall a health & fitness app with some gamified features

Fitbit is a market leader in wearable fitness technology, focusing on health monitoring and fitness tracking.

Mainly targets health-conscious individuals, athletes, and anyone interested in tracking fitness metrics.

Strengths and Weaknesses


01.

Methodologies

User Interviews

To hear from users what their current pain points are and how we can mold it to something that adds value to their lives and not a lot of friction.

02.

Surveys

to capture a wider audience

  • to hear from users what their current pain points are and how we can mold it to something that adds value to their lives and not a lot of friction.

03.

Scenarios

capture user expectations and goals with the app

  • define the possible ways those goals might be achieved

User Research

We interviewed six different people with different backgrounds.

Type of Users

  • People who have high stress jobs

  • People who lead a team

  • People who are students

  • People who have abnormal schedules

  • People who have dependents

  • People with regular 9-5 jobs

Persona #1

Persona #1

I was drawing some inspiration from Pokemon Go for the main page. It’s not a fitness app but there’s some fitness aspect to it. The profile page has some traditional game statistics.

Conclusion & Findings

Gamification Elements: Successful apps leverage a variety of gamification elements, including challenges, rewards, social features, and progress tracking. These elements enhance user engagement and motivation, leading to improved retention rates.

User Experience: User experience is a critical factor in app adoption and retention. Apps with intuitive interfaces, customizable features, and seamless integration with wearables tend to attract and retain more users.

Data-driven Decision Making: Data analytics play a crucial role in optimizing app performance and user engagement. Continuous monitoring of user behavior, feedback, and market trends allows for informed decision-making and agile iteration.

Focus on User Experience: Prioritize user experience enhancements to ensure our app is intuitive, engaging, and personalized.

Differentiation through Innovation: Identify opportunities to innovate and differentiate our app with unique features or targeted offerings.

Data-driven Iteration: Utilize data analytics to measure performance, gather user insights, and iterate on our app to meet evolving user needs and market demands.