Coach me
Overview
Coach Me is an all in one mobile app that aims to solve at once the following problems.
-Administrative Burden on Personal Studios
-Branding Challenges for Personal Trainers
-Customer Experience in Finding Fitness Options
Role
Lead Product Designer
Tasks
Time
2022-Present
The Challenge
New team - MVP Version
I joined the Coach Me team as an external collaborator in April 2023. At that stage, they had already released the MVP and were working on a refined second version.
While the UI and UX design were completed, several significant issues emerged in both areas. To address these problems effectively, I began by asking questions and gathering essential information and data about the app.
Project Planning
Wearing many hats
At first I tried to define the problems and the goals. Before any design work, it was essential to understand the client's problem and goals.
- This involved gathering information about the client's business, target audience, and the purpose of the design project.
- Review the current app designs and user flows using established usability principles to identify areas of improvement.
-Look for common usability issues such as navigation problems, inconsistent design elements, or unclear content.
-Define the main objectives of the design project, including what problems the design aims to solve and what outcomes are expected.
Conducting UX Audit and QA and Design Review in the current app.
Research & analysis
On this project the steps of my research was a little different. I had to study all the gatherings and findings they already had from their user testers and also I had to conduct some interviews with the stakeholders.
Some of the findings were misleading or I needed more information about specific pain points and problems. I used the card sorting method in order to categorise the pain points and the problems we had to solve.
Consulting and leadership
I had a close collaboration with the 2 Co-founders and devs. Also I was working with their current designer. Their current designer didn’t have a lot of experience so I tried to establish a small system out of the card sorting with notes of the different categories of the pain points.
I tried to explain the terms at first and I used General notes in order to explain how we will handle some specific cases all over the app.
First Small revisions on major pain points
One of the main problems was that the Information Architecture was misleading and the cards were too big for a mobile app. I exclude some of the details that were in the cards and I tried to create smaller sized cards. This would make it easier for the user to have a quick look of the options and the different categories.
After some discussions with the stakeholders my proposal was that we had to make some steps back.
01
I tried to organize the information that I got, after the first user testing with the real users and after the first months of some "free demo users" of the app.
02
I tried to implement and combine all the gathered insights I already have in order to make the right UI & UX decisions driven by Data and real user information and frustrations.
03
We created an online survey to understand what matters most to our target audience, aiming to refine the UX journey and address the issues they were facing.
04
Objective: Integrate analytics tools to track user behavior and preferences.
Key Metrics: Implementation of analytics tools, actionable insights generated from user data.
05
Based on these insights, I redesigned the IA to optimize content organization, improve navigation paths, and ensure clear and consistent labeling. The updated IA was then tested with users to validate its effectiveness.
06
Next Steps
During this year of our collaboration with Coach me team, I 've been helping in various aspects of the product development cycle, consulting and designing the UI & UX, working on the product strategy and the product roadmap and help them achieve their business goals with the right UX decisions.
The Re-design
On January 2024, after we've gathered the data from the survey, the user feedback and all the information we need through UX research, I proposed to proceed with a redesigned UX flow and refinement on the whole branding.
User Survey & analysis
Insights
The majority of respondents (50%) fall within the 25-34 age range, indicating a strong market segment for targeting young professionals and early career individuals interested in fitness solutions.
Gender distribution is balanced, suggesting that marketing strategies should be inclusive and appeal to both male and female audiences.
Users have diverse training preferences, with each type of workout being equally represented. The app should support a wide variety of fitness programs to cater to these varied interests.
Expertise is the most critical factor for users when selecting a trainer, followed by experience.
A significant preference for gym environments (62.5%)
We started by refining the brand guidelines and the colour palette.
We changed some of our primary colours, due to the fact that our previous primary colour was very close to red and one of the new features would be payment.
Red as a primary colour was obvious a big obsacle for the UI
User Experience enhanced after user interviews & survey
We introduced three additional steps to help users achieve their goals within the app and facilitate booking sessions. After the onboarding process, users are guided through:
Finding a Gym or Trainer: Users can search for and select a gym or trainer that suits their needs.
Purchasing a Bundle: Users are then prompted to buy a bundle, which grants them access to book sessions.
Booking Sessions: Finally, users can book their sessions as needed.
We utilized progressive disclosure to simplify the user experience, revealing each step in the process gradually to ensure clarity and ease of use.
Work in Progress >>>