My team consisted of of Purdue students majoring in Game Design (Landon and John), Web Design (Joseph), and UX Design (Me, Logan).

The idea of this project was to find a way to motivate others to become active through wearable technology, and deter them from cheating the system. Although there are various fitness apps for download on mobile app store, it is difficult to find one that offers encouragement, community, and motivation.

We wanted to solve this issue while still using the advantages of modern technology and the craze around AI chatbots. Our plan is to create an app that would work as a fitness guide and a method of encouragement to users which would ultimately guide them into “gym culture”. In order to approach this, we did interviews to improve our initial idea and created an empathy map to verify that the user group we chose actually could use our app.

Using this we found what our target users needed through basic interviews, allowing us to further our idea with a better perspective on our user group.

  1. Initial Design Space
  2. Purpose: To create an enjoyable and motivational exercise experience for full time workers, and to lessen their frustrations about getting a workout in
  3. Frustrations:
    1. People not having energy or will to work out and better themselves
  4. Stakeholders:
    1. Primary: Full time workers (people who spend 40+ hours a week working and need help with their workout)
    2. Secondary: University students (benefit from the competitive aspect of our app)
  5. Why we chose this user group:
    1. They may find it difficult to find someone to work with because of their introverted nature. So we will give them someone.

Target User and Scenario

Defining our target user

Secondary Research

Purpose and Goals

Our main goal when we conducted our interviews was to get more insight into the world of those who fit our user group. We wanted to understand the needs and struggles of the user in order to develop our idea into something better.

Findings