Yu-Shen Ho A UX Designer Portfolio

Fitbit App Redesign

Brief

Fitbit is one of the world-leading companies which provides wearable devices and syncs data to users’ phone and computer. It helps track many activities in life, including fitness, food, and sleeping, for tech-savvy fitness enthusiasts. Focusing on the mobile app, the purpose of this redesign project was to improve user engagement and awareness to focus on their goals. Through three ideas: Personalization, Progress Indication, and Location-Based Social Interaction, my role was to research and design and test feasibility in collaboration with other three UX designers.

Goal

Bring more awareness to the user’s real goal in order to better achieve a healthier lifestyle; Motivate users with game features; Increase social interaction

My Role

Conduct contextual inquiries; create personas; sketches; iterate on designs and usability testing 

Duration

2 Weeks

 

Team

4 UX Designers

Primary Research

  • Location-based Data & Accuracy

“Bicycle Revolutions! Actually GPS would be great. And if my steps could be recorded without an Internet connection, I would like that.”

“The swimming record is not accurate because it cannot detect the heartbeat when you swimming.”

  • Social Interaction

“Well…You can invite friend to compete or complete the challenge together, and you can send the message to your friend. Also, if you get to some milestone, you will acquire a medal!”

  • Personalized Reminders

“I would really like reminders throughout the day to walk. I know everyday that I want to walk 10,000 steps, but it would be nice if I could break it up during the day. Maybe a reminder for 3,000 steps every two hours, something like that.”

Persona

Insights from our interviews formed two personas with varying needs and want. Through creating an affinity diagram, we found that some users most enjoy the feeling of being healthy, while they need support from others to maintain a more active fitness lifestyle. On the contrary, we discovered other users tend to understand their physical fitness at a deeper level and enjoy learning the personal knowledge about their health. These users are usually intrinsically motivated and already are in the habit of physical fitness.

Following were two personas we developed:

Ideation & Sketches

We included the results from interviews and personas we developed, and then we sketch some ideas
A detailed discussion about the proposed solutions
A rough discussion about wireframes

Proposed Solutions

Goal-Personalization

An emphasis is placed on the main goal, and action that lead to completion of the main goal are then suggested. The users can customize reminders for his or her main goal, such as how often he or she would like to be reminded to work out. Also, users now have more options for goals that they can select.

Progress Indication

In order to indicate progress, we implemented three features that includes customized sidekick, a goal review involving reflection upon goals, and a focus on growth by utilizing the sidekick.

Location-Based Interaction

This includes map functionality which involves a working GPS, social interaction opportunities with sidekick that range from anonymous to meeting new people, and option for making new friends with similar goals. The feature focuses on support by emphasizing social connection rather than competition.

Usability Testing

We implemented two rounds of usability testing. In order to quickly visualize and test multiple ideas, we used a paper prototype. Eight users were recruited in total. Some problems and solutions were identified below:

Problems

  1. Confused wording of the sidekick (previous called”partner”)
  2. Unclear meaning of goals options setting
  3. Inadequate support for app navigation
  4. Restricted goal options
  5. Insufficient interaction with the sidekick

Solutions

  1. Improved information hierarchy
  2. Completed game rules and related features
  3. Provided sufficient and clear instructions

Final Design

Goal-Personalization

  • New User Preferences

This design is modeled after Fitbit’s current tracking system. From initial interviews and through our paper prototype, we have received feedback that more tracking options are desired. In this mockup, we have included meditation as a new option, because it explores an aspect of health that is not currently available. Users expressed interest in options that moved beyond exercise and more in the realm of wellness.

This page would be first in the setup process for a new user, because it would establish the different options for tracking progress. Once the user selected options for their homepage, they would be prompted to establish their goals. Both statistics and a determined main goal contribute to the idea of presenting a more real-world approach to their health and fitness.

  • New User Goals

On the second page, the user can select a main goal, and write smaller goals, that could be more qualitative in nature, such as talk with physician about weight loss, and keep a personal food diary. This personalization enables the user to have control over their personal idea of “healthy.” The main goal suggestions prompt the user to think about their health in a broad and positive light, and the subgoals allow for the user to add their own input and attachment to the results. The user can also select how often and if he or she would like to be reminded about these goals.

  • New User Sidekick

On the third page, the user can select from several animals, plants, or objects to use as his or her sidekick. This sidekick also comes with a “skip for now” option, in case the user is not interested in having a virtual companion.

Progress Indication

  • Dashboard

The user has selected the progress indicator, as well as meditation, steps, calories, and sleep to be included on the main page (as his or her main goals). This design reflects the current dashboard interface of the Fitbit, but we have incorporated the sidekick as the dominant focus. This focus emphasizes their overarching goals, while still allowing them to view their statistics.

In the current Fitbit model, you can expand statistics for further understanding. We added some features based on user feedback about wanting to know more and connect more with their results. For example, “accomplishments” is a button in which they can see the individual progress of this statistic. “Meditation science” offers the user more in-depth information regarding their statistics, supported by research. This feature is a solution to the user’s desire to know and understand more about their habits and their bodies.

  • Accomplishments

​In this calendar, accomplished goals are automatically recorded, and an option to reflect upon progress and how one feels in order to bring awareness back to the real-world goal, and place more emphasis on well-being, personal growth, and achievement rather than numbers, is added.

  • Sidekick

The sidekick helps the user see growth and focus on progress in a friendly, approachable way. Here, Leo reminds the user that he left 1 session away from meeting his meditation goal.

  • Special Features

This Holiday Bonus has the potential to improve a user’s natural “peak and valley” inclination throughout the year. The user can set holidays and other events, knowing when it might be more difficult to stay in a routine.

Location-Based Interaction

  • Social Map

The social map increases the potential opportunities of social interaction. You can not only see your friends around you, but also see the people who use the tracker around you. They are marked with different colors and you can see their profile pictures with sidekick. Moreover, the size of the circle indicates people who have the same goal with you; therefore, you may be more encouraged to meet the similar friend like you.

  • Social List

This page is a representation of the map view, but with more information on the Fitbit users in their vicinity. It includes Fitbit users’ distance, as well as users’ sidekicks, to protect the identity of the user. It also shows Fitbit users’ top goals, creating a community of goal-building in the area.

  • Friend’s Sidekick

In order to improve the chances of social interaction, we add the friend sidekick. After click on someone’s profile, it will change to this page. You can see someone’s sidekick, goal and sub-goals. If you click the sidekick, it will become an encouragement and help someone to keep going on his/her goals.

  • Encouragement from Friend’s Sidekick

​Visualized character can also help people who give encouragement to others feel rewarded, too. In this page, after you click the sidekick, it will dance or do some movements to indicate that someone has received your encouragement.