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[EN]GAGE

mobile application

Overview

[EN]GAGE Fitness is a facility at Edinburgh Napier University campus. They have a website; however, they wished to also have a smartphone application, which could improve user experience and attract new [EN]GAGE users.

Problem

Students and other clients of the [EN]GAGE Fitness facility find it challenging to browse and book classes using the existing website; it does not support booking or checking the status of classes with limited seats, leading to potential frustration.

My role

UX/UI lead researcher

I was responsible for planning, organising, and conducting user-centred design research.

Tools: Adobe Xd, Adobe Illustrator, Microsoft Teams, Microsoft Forms, HTML, CSS

Team: Five students, each representing different IT departments

Timeframe: six weeks

Research goals

  • identify target audience, their pain points, needs, and expectations
  • create a proposal and recommendations for a new [EN]GAGE mobile application
  • present research findings to the client and the stakeholders

Understanding the problem

The [EN]GAGE website is responsive and provides general information on the facilities and fitness classes. However, some of the smartphone users can find it difficult to use, e.g., when searching for classes and a timetable. The classes timetable is presented on a PDF file, which the user has to download every time they want to check it.

From the initial briefing, I learned that the application should improve the website's usability and allow easy navigation when using a smartphone to perform typical user tasks. It should be user-friendly and engaging for the target audience. Additionally, it should seamlessly integrate the style guide of the existing website. The specific user requirements should be revealed during the extended user research performed on the targeted audience.

Gathering insight

I needed to gain an understanding of [EN]GAGE users and their pain points. To begin building this foundational knowledge, I planned research in cooperation with my team that was focused on:

  • Analysing user demographics to clearly define the target audience
  • Understanding user motivations and goals: how and why they would use the mobile app
  • Understanding user tasks and their current challenges
  • Understanding branding and style to create consistency between the website and the mobile app

Research methods

1. Website content analysis

The [EN]GAGE website was analysed and measured against specific content qualities such as usefulness and relevance, clarity and accuracy, completeness, or influence and engagement.

Main findings:

  • Website is not easy and not intuitive to navigate
  • Terms used on website are clear and accurate
  • Facilities' descriptions could be improved
  • Website could be more engaging
  • Branding and style are clear and consistent
  • Difficult membership application process
  • No online booking
  • Joining via email and Membership form (docx)

2. Task analysis

Task analysis was used to identify user tasks and break them into a sequence of smaller steps or actions.

This process helped understand what the user journey looks like and encouraged discussion of how we can improve it.

Analysing the website content and user tasks highlighted areas of usability which could be improved. The team came up with a few great ideas.

However, to better understand the actual users' needs and decide which of the proposed solutions is the best, I proposed asking the users themselves through an online survey.

3. Survey

communication

An online survey was a tool used to gather qualitative and quantitative information on users of [EN]GAGE, their goals, tasks, and preferences regarding a mobile app. I also included questions asking for user feedback on some of our app’s style and design ideas, e.g., button styles. The survey consisted of 20 questions and began with brief information about the research and a user consent form.

The gathered data helped us learn more about the users' demographics, habits, goals, and the devices they use. It also informed our decisions on the app's final features. For example, classes should be listed according to their popularity and then according to the user's personal preferences.

4. Personas

Analysed data from the survey were used to create personas - fictional but reliable and realistic representations of the key audience segments for the mobile app.

Personas were used to add a layer of real-world consideration to the conversation, and to prioritise the app features according to the needs and expectations of the largest user group - students.

Students
Age: 19-23
Location: Edinburgh
Type: active, motivated, outgoing

persona profile

5. Prototype

A mobile app prototype was created in Adobe XD to test the features and the designed style - based on the users' feedback.

I made sure that the prototype enabled testing of the most frequently performed user tasks, e.g., checking the class timetable, so we could use it during the usability testing sessions.

Prototype Screen 1

Landing page

Consistency with the website branding and style:

  • [EN]GAGE logo on the top
  • University's logo at the bottom
  • A similar colour palette and style

From users' feedback:

  • Categories and options on the main screen
  • Classes listed according to their popularity
  • Buttons with text and icons
  • Dark mode
  • Online booking

Mobile App Mock-ups:

Prototype landing page

Main screen

my engage screen

My data screen

dark mode

Settings screen with dark mode on

bodycombat classes

Body combat classes screen

bodycombat classes booked

Successful booking alert

bodycombat classes booking unsuccesful

Booking cancelled alert

6. Usability testing

I designed usability testing scenarios, an observation form, participant information sheet, and informed consent form. The sessions were conducted online using Microsoft Teams.

Users tested four user tasks, e.g., searching for body combat classes, and were encouraged to share their subjective opinions and ideas on how to improve the application usability and design during short post-session interview.

Collected qualitative and quantitative data were analysed and provided very positive feedback, which I summarised in the project report.

Learnings & Challenges

Working on this project allowed me to explore and expand my skillset within the discovery and design stages. In particular, it provided the opportunity to plan user research by moderating team discussions and brainstorming sessions. It also gave me the chance to design and adapt research methods and tools according to the project's constraints, such as the necessity for only online research. Lastly, I monitored the research progress and encouraged my teammates to be creative and to handle their tasks to the best of their abilities.

This project was an excellent opportunity to improve my skills and learn from my teammates.

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