I began my process of design thinking by adopting the reading and highlighting important points in the 3 client briefs. Then I undertook the 7 step process; why, who, when/where, what, priorities and solve. In particular,the “why” section required me to identify the project goal and its importance. “Who” required me to identify target audiences and main area of focus. Whereas, “when/where and priorities” expands greater focus of the target audience. After I identified these steps I sketched out 4 possible interfaces and the UX flow between each. I repeated this process for all 3 briefs and decided on brief 3: Goodlife because I had the strongest solution.
After the 7 steps exercise, I began brief ideation sketches and then progressed to wireframes and the final, high-fidelity prototypes. As shown above, all 3 designs have 8 pages and the user flow is a 9 step journey; the user logs in/makes account, rates their mood, selects their fitness interests, browses trending exercises, views live exercise, browses recommended exercises, selects exercise of interest, read exercise overview and then modify profile.
The context variation required me to design directly for the target audience of rural Australians with the Goodlife colours and typography. My approach was to implement a the stereotypical, dark blue colour into the interface, as well as white to create a lot of contrast. I began with basic sketches and wireframes to show the user flow and then progressed to high fidelity prototypes.
My design addresses the client brief because it reflects Goodlife’s branding and has live video demonstrations which promote exercise programs for Australians living in rural environments. Within my design I have incorporated numerous user experiences Principles to ensure a positive experience for all users. In particular, I have demonstrated a good use of mapping through the use of familiar icons in the navigation bar. This allows easy identification and promotes a seamless experience. Secondly, I applied good level of flexibility through the usability tradeoff. Thus can be seen through the use of a “see more button” (3rd prototype). Once clicked, the about information expands to the full screen and can be reversed to avoid an overload of information. Thirdly, I applied a good sense of highlighting by making key elements bold; navigation buttons, headers and titles. Lastly, I applied the Zeignarnik effect (third prototype) through the progress circles. These visual indicators of percent progress will motivate users to continue exercising and be a better version of themselves, thus satisfying the client brief.
The aesthetic variation required me to apply my knowledge of the photon design; bright colours, large emphasis on illustrations and graphics etc. I began with basic sketches and wireframes to show the user flow and then progressed to high fidelity prototypes. I began with basic sketches and wireframes to show the user flow and then progressed to high fidelity prototypes.
My design satisfies the Goodlife brief becuase it promotes exercise programs and encourages users to be fitter. In particular, I have applied a variety of user experience principles to enhance the user’s satisfaction whilst using the app. In particular, I focused on depth of processing (prototype 1) by placing pictures of fitness interests alongside a textual description. Not only is this approach visually appealing but it improves understanding thus elevating the user experience. Secondly, I applied highlighting in main titles, navigation icons and key buttons to emphasise interactivity. Thirdly, I applied the 5 Hat Racks principle by aranging the content according to hierarchical importance. This helps to prioritise the information and make the users aware of the key content.
The accessibility variation requires me to place a great deal of attention towards the size, colouring and placement of design elements to ensure optimum readability. I began with basic sketches and wireframes to show the user flow and then progressed to high fidelity prototypes.
I applied numeorus UX principles such as hick’s law through the filters button to improve the user experience as filtering reduces the cognitive load improves the efficiency of the decision-making process. Secondly, I focused on depth of processing through my inclusion of both text and images to generate interest an a greater awareness of content. In particular, the visuals in the hit workout (prototype 3) help to generate confidence in users because they can correct their form by following the graphic. Thirdly, I applied uniform connectedness (prototype 1) through the same size, shape, colour and positioning of the fitness interest buttons. This improves the correlation between the icons and is very visually appealing. Lastly, I focused on accessibility through short, simple ordinary language in my exercise descriptions (prototype 3).
Overall, I am satisfied with my 3 design approaches to the design variations. However, I feel my design for the aesthetic variation is most appealing, thus will generate the best impact for Goodlife users.