Socialfit is a workout app that allows users to workout with friends with the help of a virtual trainer. The app lets users monitor the calories they burn during their workouts, set reminders for various exercises, and post their milestones. Users can also work out on their own and track their progress. The app aims to make working out a more social and enjoyable experience, while also helping users achieve their fitness goals.

As a member of both the research and UI teams, I had the unique opportunity to work on a workout app that aims to bring users together to workout with the help of a virtual trainer. Our initial design focused on monitoring calories lost and sending reminders for various workouts, as well as allowing users to work out on their own and post their milestones.

However, our design process took a significant turn when we conducted user tests. Through the feedback we received, we learned that our initial design was not meeting the needs of our target users in the way we had intended. This feedback led us to completely change the direction of our design, ultimately resulting in a product that was much more aligned with the needs and desires of our target users.

Through this process, we were able to learn the value of user testing and the importance of staying open to feedback and making necessary changes. We are confident that the final product we created will provide a valuable and enjoyable experience for our users.

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Affinity Mapping

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User Flow

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Midfi - Highfi

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After months of designing and testing, we were excited to conduct our first usability test. However, the feedback we received was not what we had hoped. Users found it difficult to navigate the app, connect with friends, and access the features they needed. It was a humbling experience, but we knew we needed to listen to our users and make changes.

We regrouped and recalibrated our design process, going back to the drawing board to create a product that truly met the needs and desires of our users. We conducted an extensive affinity mapping exercise to identify pain points and opportunities for improvement. It was a challenging and rewarding process, as we began to see our design come to life.

Through it all, we learned an important lesson: the user is king. Our users' feedback and experiences were the driving force behind our design decisions. We listened, iterated, and made changes until we had a product that truly met their needs.

In the end, the result was a beautiful and functional app that brought people together to achieve their fitness goals. We were proud of our design, but even more proud of the process we went through to get there. It was a reminder that good design is not just about creating something visually pleasing, but about creating something that truly meets the needs of its users.