ZOMBEFIT
UI + UX. Human-Centered Design. Low-Fidelity Prototype.
ZomBeFit is a health and fitness accountability device designed for adults in shared households on a fitness journey. It encourages motivation through data sharing, social support, and healthy competition. The fitness hub uses data from users' fitness trackers to present activity levels within households. The prototype focuses on the primary function and identified user requirements, with plans to include additional requirements based on priority and finalize the design's aesthetics.
Overview of Process
I led a multidisciplinary UX team in conducting a human-centered design approach to create the fitness hub for adults in shared households. Together, we conducted user interviews and gathered over 25 user requirements overall. We then classified them by importance as a team using tools like MoSCoW rules, Kano Approach, and Context of Use Analysis. From these requirements, I both directed and designed the creation of a low-fidelity prototype in Figma that we used to conduct evaluations of the design, including user testing and heuristic assessments. This process led to the identification of areas for improvement, such as feedback, customizability, error handling, and aesthetics, for the next design iteration. We aimed to create an effective and user-friendly fitness Hub by prioritizing user needs and ensuring usability and efficiency through rigorous evaluation methods.
Some of the requirements from our participants
LTR: Some CoUA for organisational and social factors relating to the use of the fitness hub; empathy map of potential users
We organized the requirements by type (functional or non-functional) and priority (high, moderate, low). We used this in conjunction with Kano's customer satisfaction model.
Sample UR from our organized list
Design
ZomBeFit aimed to overcome initial skepticism by incorporating competition and a unique narrative. Users work together to protect their shelter by completing fitness tasks, accumulating resources, and preparing for periodic boss fights. Winning requires reaching a specified fitness threshold, with households ranked on a global or regional leaderboard. Competition within households is encouraged by displaying weekly resource contributions. Initial hand-drawn sketches focused on visual layout, addressing high-priority user requirements, and setting the foundation for graphics and aesthetics in the design phase.
This approach aimed to make ZomBeFit a desirable and engaging fitness solution for households.
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The system was divided by screens: homepage, calendar, guided workout, and character customization. My major contributions to the design process was in the character customization screens, the task flow, the aesthetic and the design system. However, I provided feedback on other screens during group sessions with industry knowledge on safe zones and visual cohesion, and aided redesigns when help was required.
Each team member had their specialized skills in different stages of the HCD process. I oversaw the design process, pairing experienced designers with newer artists to promote mutual learning.
Ideation sketches
Clockwise LTR:
Task Flow, Design System, Aesthetic
Prototype
The prototype showcases the culmination of our research, and was used to test the concept with our participants. With their input, we recommended several adjustments in the design in the final evaluation: from introductory tutorials to reducing the amount of data on the home screen. These critiques will be used to further ZomBeFit's design in the next iteration.