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StepUp

Timeline
Jan. 2024- Apri. 2024
Roles
UX Designer
Responsibility
End to end UI/UX design

Overview

This project began with a question that perhaps all of us have thought about 🫨:
WHY is it always so hard to break free from prolonged sitting 👩‍💻 and get active 🏃? Is it truly because of a lack of time, motivation, and affordability...as most people claim?
Why this project?
The sedentary younger generation finds it challenging to address unavoidable sedentary behaviors through physical activities
The motivation for pursuing this problem space came from our sedentary research, where we found that most people are well aware that prolonged sitting leads to significant health issues and that exercise is the best remedy. However, they struggle to get moving.
The unavoidable reasons for sedentary behavior:
1. Work pressure 2. Lack of exercise 3. TV and gaming
Exercise helps alleviate the negative effects of prolonged sitting. Despite this awareness, inadequate exercise remains a significant issue.
Solution
StepUp is a mobile app that effortlessly assists the younger sedentary generation in engaging them in micro activities to stay active by leveraging a habit-building loop, and providing flexible choices.

Outcome

Feature A - Fully immerse in habit-building
Establishing a long-term habit often feels challenging, but we help users start being active by completing small loops.
・Sedentary reminder
・Real-time guide (video, voice, text)
・Timely feedback
Feature B - Speed start & Simple operation
Set goals? Input information? No! Users simply need to choose their preferred exercise and press the start button to get moving
・Switchable activity cards
・Video preview
・Filter (duration, location, etc.)
Feature C - Personalized micro-activities
Users can input information about their daily routines and preferences, enabling the system to suggest personalized activities at the right time and place, seamlessly integrating them into their lives.

Design Process

Research I

Assumption 01
Based on “01 time”, “02 motivation”, and “03 affordability”, we assumed user types and 3 potential journeys
User Interview
The impact of the "3 top reasons" has been answered, and also deeper underlying factors have been identified

To validate the assumption, 6 users were recruited, and questions were posed based on simulated journeys. We did the recording and analyzed it through repeated listening and affinity mapping.

Findings

01
"Habit" is the real problem
At first glance, time seems to be the issue, but the real challenge is the lack of an active habit. Those who are accustomed to sitting won't even consider standing, regardless of the available time.
02
"Motivation" is fleeting and replaceable
Motivation is key to starting, but if physical activity isn't the only way to achieve a goal, it will be easily replaced. As a result, people often choose more attractive and easier options over exercise.
03
"Enviroment" is important
Compared to affordability as a physical activity, the suitability of the environment and its inclusiveness towards exercise can either serve as motivation to be active or as barriers preventing movement.
04
"What" and "How" is key for sustainability
Understanding the true needs and aligning them with actions is crucial for long-term sustainability. What drives people to take action is the detailed steps that have a clear relationship with the goal.

It still seems hard to establish a unified user profile and journey so far 🤯. Let's update the assumption and try a new way to analyze it! 💡

Research II

Assumption 02
Based on different "habits", we have reframed our assumptions by identifying 3 new user types and their corresponding journeys
New analyzing way
3 design opportunities were identified

Based on the user's journey, we identified shared goals and challenges. By analyzing their behaviors and exploring their emotional experiences, we documented the underlying reasons. Finally, we summarized the opportunities at each stage for further consideration.

Findings

01
Reminder and guidance
- People, with or without symptoms, are concerned about the long-term effects of sitting and want to directly address it.
- People would choose the most convenient, simple, and enjoyable exercise methods, based on timing, location and movement.
02
Diverse recommendations
- Limited knowledge and lack of diverse experiences in exercise make people susceptible to factors that hinder action.
- People need flexible exercise choices to reduce resistance and ensure sufficient physical activities.
03
Habits development
- Habits, whether sedentary or active, influence the amount and frequency of physical activity people engage in.
- The key to get moving sustainably is people need to cultivate a habit of being inclined to stay physically active.
04
Uneasy feelings hinder actions
- People feel a deep concern and unknown fear about the their sedentary behaviors.
- Some resistance comes from the guilty and disappointment people have after several failures of not meeting their plans and achieve goals.

How might we...
🔔 remind of users' sedentary situation and actionable steps
🏃 suggest varied exercises for ample physical activity,
🙋 assist users in developing healthy habits over time?

Ideation

Current journey
We identified who we were designing for and the current journey
Brainstorming
Quick ideas and 3 concepts

In the initial stages of ideation, to quickly grasp the design direction and explore possibilities, I engaged in rapid brainstorming sessions centered around 'how might we' questions. I represented them visually as color-coded thumbnails to share with my team.

The three concepts are:
- Accurate detection and friendly reminders.
- Rich exercise recommendations and flexible plans.
- Fun and timely positive feedback.

Great, finally got the ideas! Let's bring them to life! 💡

Ptototype

Low-fidelity prototype
Testing+Iteration
Based on various feedbacks from 4 users and our professor, we made 3 rounds of iteration.

Design
Deliverables

Style guide+UI kit
The style guide and UI Kit is a compilation of existing UI elements on the website that provides references for future design and collaboration for the design team.
Final product

Takeaway

1. Find the most suitable solution to address specific problems
Our initial user interviews revealed unexpected insights, challenging our assumptions. We adapted by creating three user types and journeys, focusing on shared behaviors and emotions. This flexible approach highlighted the importance of customizing methods to the problem rather than relying on fixed techniques.
2. Thorough research enables the discovery of innovative solutions to recurring problems
We addressed a common issue by thoroughly researching root causes and studying competitors. This approach grounded our ideas, leading to unique, targeted solutions that avoided arbitrary choices and directly tackled the core problem.

What's Next

1. Feature Deep-Dive
Highlight unique features in depth, like the “personalized micro-activities.” Describe how user data leads to custom suggestions, providing examples of how these tailored interventions help form habits over time.
2. Visual Narratives
Include annotated screenshots or short walkthrough videos of key interactions, especially the “Speed Start” feature. Seeing it in action could make the benefits feel more accessible and relatable.
3. Future Scope
Add a brief mention of planned features, like the potential for AI-driven habit-building suggestions, to demonstrate the project's forward-thinking vision.

• Let’s create something amazing together