Atharva Kulkarni's profile

'UNDō' - An app based fitness program

ABOUT
Designing solutions to help college students and working professionals incorporate physical fitness activities in their daily schedules and form new habits. 

This project aims to improve community health and well-being when working from home in the new normal.

Duration of sprint: 10 days
A design project created for Srishti Institute of Art, Design and Technology, 
as part of a summative assessment.

PROCESS
WHAT DOES THIS MAP TELL?
The five stages shown in the map take us through the different stages I went through while choosing a physical fitness activity. I have also mapped certain expectations and pain points that I would like to change. These would include getting more fit and active in general and include physical activity in the day's schedule. The map is created based on my journey through this process of selecting and implementing a physical activity in my daily routine during the lockdown. 


WHAT DOES THIS MAP TELL?
This map details daily schedule and the task/activities. The map is a timeline through my day, with activities briefed out. Further, in relation to physical activity and fitness in my daily schedule, I have listed out insights into the activities that are either Value-added or Non value-added.
CLICK TO VIEW EXPANDED VIEW OF SURVEY INSIGHTS:
EMPATHY MAPPING OF CHOSEN DEMOGRAPHICS:
NEED BASED PERSONA MAPPING:
A telephonic interview was conducted for one user falling under the 'STUDENT' category in the demographic. To better understand individual goals and pain points, the user's responses were mapped and a need based persona was created.
FORMULATING THE PROBLEM STATEMENT AND DEFINING THE SCOPE AND OBJECTIVE OF INTERVENTION:
DOING A 'HOW MIGHT WE..?' ANALYSIS:
Using insights from the interview and survey responses, statements were formed and questions in the form of 'How might we' were created.
USING IDEATION TOOLS TO GENERATE IDEAS FOR AN INTERVENTION:
Using 'Analogy Thinking' tool to look at existing services/products and generate new ideas.
Using Opposite thinking tool to note down popular assumptions and their respective opposites and generate iterations for their solutions.
WHAT IS 'UNDō'?
WHY AN APP?
An app is chosen as the preferred channel to reach the target demographic as the group consists of students and working professionals who are majorly tech-savvy and have a heavy app-based usage to carry out other activities like ordering food, ordering groceries, shopping, etc.
WHAT MAKES THIS APP DIFFERENT?
The market has no shortage of app based exercise programs, even a majority of popular gyms and fitness centers have been shifting to apps to connect with their user base. What does this intervention offer that is different from these other apps?
WHAT VALUE DOES IT CREATE FOR THE USER?
Choice of activities for the user, from indoor based to outdoor, progress trackers that offer rewards as incentives for the user, 'Drill Mates' section of the app allows users to be connected with virtual workout buddies and help each other stay motivated, custom exercise routines with guided visual cues, gamified interactions and a community forum page are some of the unique features created for the app.
INTERACTIVE PROTOTYPE OF APP INTERFACE
CLICK TO VIEW EXPANDED IMAGE OF WIREFRAMES
Weekly Exercise Challenges for the user
Users receive a challenge on the 7th day of each activity plan, an optional feature, the user get to test themselves, the activities in the challenge are also something the user would enjoy doing.
This challenge is shared with the user through their registered e-mail IDs. As users are working from home, their mail inbox is something they would check regardless of a holiday for updates.
The motive of the weekly challenge is to act as a nudge for the user to keep progressing and slowly develop a habit.
'UNDō' - An app based fitness program
Published:

'UNDō' - An app based fitness program

Published: