
Head Designer: Anh Tran
Responsibility: Wireframing, User Research, User Flows, Prototypes, Graphics Design & Test Design Product.
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MOJO-the app that makes fitness, a lifestyle.
That's MOJO.



The Goal ​
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Create an app to help people who start their fitness journey. I want to help people better keep track of their workouts and progress. People often fail to stay on track because they struggle to track and see their progress.
The Challenge
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Certain groups of our population have little access to enhanced levels of physical activity.
Today, more than 80% of adolescents and 27% of adults do not meet recommended levels of physical activity, the possible factors can be:
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Lack of Motivation: Feeling uninspired or lacking a clear goal
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Time Constraints: Busy schedules and responsibilities can make it challenging to find time for exercise.
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Lack of Access to Facilities: Living in areas without nearby gyms, parks, or safe spaces for exercise can hinder someone's ability to work out.
Design Process​
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Research
User Research
Solution Space
Design
User Flow
Wire Frame Design
Prototype
High-Fidelity Prototype
Evaluation
Usability Testing
Design Demos
Research
User Interview
The goal is to understand and learn our target user's current practices and their daily routine of training. Identify current challenges and potential opportunities to enhance users’ experience in the daily workout. I also want to get a better understanding of our target user’s motivations and goals.
Recruitment
Study Setting
The target group is on-campus students and workers who have an interest in physical activity.
People in the group that I will target full-time workers and busy students.
The interviews took place in a gym or participant's comfortable area.
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In the gym, I could observe how they work out and manage their routine.
Interview Questions
5 Introduction Questions
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15 Deep Dive Question
Affinity Mapping





Insights
Most understand the importance of tracking progress throughout their workout journey but do not record because overlooked and this can lead to feeling or thinking no progress is being made. This can be very demotivating.
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Social media like TikTok, Instagram and Youtube are the most popular platform to learn how to workout since there's visual demonstration.​
The biggest challenge for most are finding time to workout, due to their busy schedule and life.
People care about being inspired and have something to keep them on track as a reminder daily.
Persona
By creating personas, I can attempt to understand the users and solve their concerns. The personas provided a clear concept of how to implement integrated solutions to their concerns and assisted in prioritizing the different types of users.


Solution Space
How Might We..?
Help the users to get the best overall workout experience easy and spend more time on the app?
Help users manage their workout through out the week all at one place?
Help users keep track and keep user stay on track their routine?
Help users find the the best workout that is tailor to them?

User Flow
This app is designed to help users get the best workout and find the right programs with four distinct pages: Programs, Workout, Music, and Profile
This user flow has an easy-to-use interface that makes it simple for users to switch between pages for various tasks.
Therefore, anyone may start using the app and learn how to use it right away.

Wireframes

Manage Music In Workout

Workout Recommendation
Workout Program


Profile & Trackers
Prototype
My Recommed Classes Page


The recommended page allows users to see classes that are trendy but also tailored to their behavior.
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Users can use the search bar or filter to quickly filter programs and find classes. When the workout starts, users can adjust the time or substitute the movement.
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To help users quickly add workouts and create the programs throughout the week.
My Music Program Page
The music selection page provides recommendations for workouts using the artist.
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Users can use the search bar or tags to quickly filter artists by different types of genres.
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My Profile Page
The profile page lets users manage their information and monitor their workout trends and statistics, giving the users access to take control of their workout.
This data helps user realize their progress, and motivate and encourage them to continue on their journey.
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Usability Test
The prototype will be used by participants to accomplish a number of activities. Finding any usability issues, gathering quantitative and qualitative data, and determining participant satisfaction with the product are the objectives.
Task 1 - View the workout in the app and identify two workout that are most appeal to the users.
Task 2 - Add the artist you want workout to the most
Task 3 - Imagine you will exercise with the coach, and select a program or class you want to participate in.
Task 4 - Check how many workouts and how many calories were burned last month
Recruitment
Study Setting
The target group is on-campus students and workers who have an interest in physical activity.
People in the group that I will target participant show interest in fitness.
The interviewer and participant will participate together.
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The test should take approximately 10-15 minutes to complete.
Interview Questions
Complete the three tasks step by step with the prototype on Figma.
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Think out loud while interacting with the prototype.
User Feedback and Future Steps
Positives +
​Easy to use, the error rate and incorrect actions are very low, and users can learn the app
Filters on the home page and discover page helps quickly find classes and desire workout.
Workout planning and tracking can be much easier with the instructions on home page and the profile page.
The workout summary and calories reminds the progress and calories have burned while using the app.
Recommendations
The app should have a sharing and notification option so that all the friends can be noticed when you're working out as well.
Filters on the home page and discover page use the body map to workout a certain part of the body.
Summary & Takeaway
If the app can be launched and utilized effectively, we could help many users find their ideal workouts and create a fun and welcome place for many beginners and experience athletes to find great workout and coaching programs.
This project has taught me the value of usability tests and interviews. These technologies can guide us through the right process of resolving problems in our environment by delving deeply into the user's actions and surroundings.
Deliverables
Figma Prototype
Demo of the High-fidelity interface
Future Steps
Make changes based from users feedback.
Apply the design in reality concept
Presentation of the design concept and design process
Future Desktop Concept.


