Designing a workout feature to both the Apple Watch and Apple Fitness app where users can create a workout plan, track important strength training metrics and follow along with their workouts on their Apple Watch.
End-to-end UX/UI designer
Maze, Whimsical, Figma
4 weeks (20 hrs/ week)
User Research, Competitive Analysis, Wireframing, Prototyping, Usability Testing
The Apple Watch is a digital watch designed to help people track their daily movements, stay active, gather health and fitness insights and stay connected with friends and family. It is currently one of the fastest growing smartwatches in the industry. However, other smartwatch brands are also growing rapidly.
With the growing competition in the digital watch industry, Apple Watch needs to constantly evaluate its product to remain competitive. We need to determine what features can be added that can attract new consumers and make sure current users are satisfied.
With an understanding of user expectations and behavior, I will determine what features are necessary to add to the Apple Watch and the Apple Fitness App.
I plan to add a workout feature to track weights and reps when weightlifting to keep the current users happy and to make the Apple Watch competitive.
To fully understand what new features are needed for the Apple Watch, I began the project with speaking to current and previous Apple Watch users. After gaining valuable insights from market trends and user behavior, I defined the scope of the project. Then, I designed solutions in the form of wireframes, do usability testing and iterate the current designs.
For more information, click here to see my Research Plan.
After seeing the current market trend, I focused on features that other smartwatches in the market have and compared it to the Features that Apple offers.
The list below includes features that the Apple Watch do not have:
See In-depth Competitive Analysis here
Using Zoom, I interviewed Apple Watch users virtually and asked about their experience with using the watch. I uncovered important user insights below:
After conducting 1:1 user interviews, I created a persona on Reina to better understand her motivations, goals and pain points.
Her struggles on using the note app to log in sets, reps and weights confirmed my hypothesis to include this feature to the Apple Watch and fitness app
I decided to add a Workout feature to both the Apple Watch and the Apple Fitness app based on user pain points and what features the Apple Watch lacks.
- Users are able to create their own workout or choose a training plan created by experts.
- Apple Watch users are able to add important information that matter to them.
- They are also able to view the workouts they create in their Apple Watch and be able to track it using the workout app.
After defining the features that I want to add, I created a Feature Roadmap that included all the features within the Apple workout feature. The features were divided into four categories (must have, nice to have, surprising and delightful to have, and can come later).
With the list of must-have features, I worked on basic task flows for the mobile app and the smart watch in order to have an idea of what specific screens I need to work on for different devices.
With the help of the product roadmap and the task flows, I used a pen and paper to quickly sketch out the mobile and Apple Watch screens.
Following the Wireframe sketches, I created mid-fidelity sketches using Whimsical's wireframing tool.
Since the purpose of this project is to add a feature to an existing product - the Apple Watch and Apple Fitness app, I have to follow the current design system. Redesigning the visual identity of the watch and the app was not part of the project scope, so I instead generated a lean UI kit that will be used for my screens.
After completing a Lean UI Kit, I created High Fidelity Screens below
The final designs were turned into an interactive prototype within Figma and then used for unmoderated usability tests.
With my prototype completed, I started working on a usability testing plan. I recruited participants and conducted usability testing in order to see how users interact with my design and identify where improvements to the design can be made.
Method: Remote, Online Usability Testing tool (Maze)
Participants: 11 (6 apple watch users, 8 workout more than 4 hours a week)
After conducting Usability tests, I wrote down insights from testers and sorted them into categories where I see pattern. I put them in 4 different categories: Wins, Small Changes, Key Updates and Further testing.
The testing was a success but there was a lot more changes that I can do to improve my screens.
When I conducted usability testing for the app, the second task had a completion rate of 36.4% and a misclick rate of 42.7%. These results were a lot worse than what I had anticipated. As the UX designer, I thought that the user flow was pretty simple. I did not realize after seeing the usability test results that I have made the second task and the prototype more complicated. For the second task, the user needed to go through 16 screens to complete the task. For some users, they were able to complete the task at ease but to others, it only made them make more mistakes. Moving forward, I will be more mindful of how I create usability testing tasks. I will keep the prototype simple and the tasks short.
I will create a clickable prototype for the Apple Watch and begin usability testing.