Fit Shape

As a UX designer, I had the privilege of working on innovation solutions and projects for the Fit Shape company. My main responsibility was to create and improve the mobile app, collaborating with a dedicated team of four professionals. Throughout this project, I worked closely with the product manager, marketing department, and developers to ensure the successful delivery of user-centric app solutions.

Client
Fit Shape
Type
Product design
Year
2021

My Role

As a UX Designer for the Fit Shape mobile app, I led efforts to research, design, and enhance the user experience, focusing on aligning the app with user needs and business goals. Collaborating closely with a cross-functional team of four (Product Manager, Marketing, and Developers), my contributions included:


  • User Research: Conducted interviews and usability tests to gather insights, ensuring designs addressed real user pain points.
  • Workshops and Collaboration: Facilitated ideation workshops to prioritize features based on user and business impact.
  • Design Process: Created wireframes and prototypes to explore user flows, iterating based on feedback.
  • Usability Testing: Oversaw tests to refine the interface, ensuring optimal usability and engagement.

My approach ensured that every design decision was data-driven and user-focused, while fostering collaboration across the team to deliver innovative solutions.

About the research

Identified problem
Post-pandemic, many people shifted from gym workouts to alternative options like outdoor training. However, they faced challenges such as:

  • Finding safe and suitable outdoor locations.
  • Connecting with others for social or group training.
  • Addressing personal safety concerns while exercising outdoors.

Research Phase:

1.Post-Pandemic Context Analysis:

  • Changes in Habits Many users transitioned to home workouts or outdoor training, highlighting a need for solutions that combine fitness with social interaction.
  • Outdoor Training Trend: There was a notable increase in demand for open, safe spaces for exercise to foster physical and mental well-being.


2. Benchmarking of Existing Apps:

  • Analyzed competitors like Meetup, Strava, and MapMyRun. While these apps helped connect users for training, they lacked features for finding safe outdoor locations or forming real-time group connections, leaving a gap for more holistic experiences.


3. Interviews with Potential Users:


  • Pain Points Identified:
  • Difficulty locating nearby parks or safe training areas.
  • Lack of motivation to exercise alone.
  • Concerns about safety, particularly in unfamiliar locations.


Design and development decisions:

  • Safe Place Discovery: Integrated a database of parks and outdoor spaces with user reviews, ensuring users could identify secure, accessible locations.
  • Group Functionality: Introduced features to create and join real-time training groups, fostering social interaction and shared motivation.
  • Personal Safety Integration: Developed a feature allowing users to share their real-time location with trusted contacts during workouts, addressing recurring safety concerns.
  • Gamification for Motivation: Implemented a rewards system, encouraging users to meet goals like participating in workouts or connecting with new fitness partners.

Process

User Person

Through our research process, combining in-depth interviews and online surveys, we identified two key user personas for Fit Shape:


  • Paula Arias:A young, social individual focused on recreational activities like yoga and functional training.
  • Alvarado Quintero:A mature, performance-driven individual passionate about high-intensity sports and local events.

These personas were validated through feedback sessions, ensuring they accurately reflect the target audience’s needs and goals, forming a solid base for the platform’s development.

Process

My Role

As a UX Designer for the Fit Shape mobile app, I led efforts to research, design, and enhance the user experience, focusing on aligning the app with user needs and business goals. Collaborating closely with a cross-functional team of four (Product Manager, Marketing, and Developers), my contributions included:


  • User Research: Conducted interviews and usability tests to gather insights, ensuring designs addressed real user pain points.
  • Workshops and Collaboration: Facilitated ideation workshops to prioritize features based on user and business impact.
  • Design Process: Created wireframes and prototypes to explore user flows, iterating based on feedback.
  • Usability Testing: Oversaw tests to refine the interface, ensuring optimal usability and engagement.

My approach ensured that every design decision was data-driven and user-focused, while fostering collaboration across the team to deliver innovative solutions.

About the research

Identified problem
Post-pandemic, many people shifted from gym workouts to alternative options like outdoor training. However, they faced challenges such as:

  • Finding safe and suitable outdoor locations.
  • Connecting with others for social or group training.
  • Addressing personal safety concerns while exercising outdoors.

Research Phase:

1. Post-pandemic context analysis:

  • Habit changes: During the pandemic, many users distanced themselves from gyms and adopted new ways to exercise, such as home workouts or outdoor training. However, the need for social interaction persists.
  • Outdoor training trend: There has been a significant increase in people who prefer to exercise outdoors, not only for physical health but also to socialize in open and safe spaces.


2. Benchmarking of existing apps:

  • A study of other apps like Meetup, Strava, and MapMyRun. While some facilitate connecting with others for training, they lack a specific focus on finding suitable locations and forming real-time groups, which is crucial for a more complete experience.


3. Interviews with potential users:


    Common pain points identified:
  • Difficulty in finding suitable parks or areas in their vicinity.
  • Lack of motivation to exercise alone.
  • Fear of insecurity when training outdoors, especially in unfamiliar places.s

Design and development decisions:

  • Search for safe places: A database of recommended parks and outdoor areas with user reviews was included to ensure that the spaces are safe and accessible. This helps users feel confident when stepping out of their usual zones.
  • Group functionality: The ability to create and join groups was a key need identified during the research. This functionality becomes a crucial social component that not only motivates people to exercise but also helps them make new friends with shared interests.
  • Personal safety integration: Developing a feature that allows users to share their real-time location with friends or family during their workout became a priority, as safety was a recurring theme in the interviews.
  • Gamification for motivation: To make the experience more fun and engaging, a gamification system was implemented, allowing users to earn points or rewards by achieving goals such as participating in multiple outdoor workouts or making new connections.

User Person

Through our research process, combining in-depth interviews and online surveys, we identified two key user personas for Fit Shape:


  • Paula Arias:A young, social individual focused on recreational activities like yoga and functional training.
  • Alvarado Quintero:A mature, performance-driven individual passionate about high-intensity sports and local events.

These personas were validated through feedback sessions, ensuring they accurately reflect the target audience’s needs and goals, forming a solid base for the platform’s development.

Desing Concepts

Color Concepts:


The color palette was designed to convey energy, vitality, and dynamism—key values associated with sports and well-being.

  • Orange: Represents energy, enthusiasm, and motivation to achieve goals.
  • Red: Evokes passion and action, encouraging movement and commitment.
  • White and light gray: Provide balance, clarity, and a clean design that facilitates navigation and reduces visual fatigue.

Wireframe Concepts:


The wireframes were designed with a focus on an intuitive and straightforward user experience:

  • Home screen: Highlights the logo and a clear call-to-action ("Sign Up"), ensuring a smooth onboarding process.
  • Events screen: Organizes activities by categories and popularity, allowing users to easily find relevant options.
  • Analytics screen: key data (calories, training time, steps) using circular charts and visual metrics to provide quick and motivating feedback.

Outcome

Results and Impact


The successful implementation of Fit Shape’s features, validated through A/B testing, led to significant positive outcomes:


1-User Growth and Engagement:

  • Increased app adoption, with a 25% rise in user registrations in the first three months post-launch, as confirmed through A/B comparisons.
  • Higher engagement rates driven by optimized social features and gamification elements tested for effectiveness.

2- Improved User Experience:

  • Simplified user flows and intuitive interactions, validated by A/B tests, led to a 40% increase in task completion rates.
  • Positive feedback highlighted enhanced satisfaction, with an average user rating of 4.7/5.

3- Design Consistency and Brand Impact:

  • A cohesive design system, iteratively refined through A/B experiments, ensured visual appeal and brand consistency, strengthening user trust and loyalty.


By adopting a user-centric approach, leveraging data from A/B testing, and fostering close collaboration, the project successfully addressed the growing demand for outdoor fitness solutions, blending safety, motivation, and social connectivity.


Let´s Work Together With Me