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DESIGN PROCESS

The goal of this group project is to begin to learn and experience the end to end digital design process.  Starting from ideation all the way to high fidelity prototypes, our group began to learn the in's and out's of what it takes to be a UX designer.  While the lense of this class is with a focus on the prototyping skills, we experienced first hand some of the other parts of the design process and why they play such a big role in prototyping.  Without a strong emphasis on the ideation phase, or thinking about information architecture, or testing our designs and analyzing findings, we would not have ended up with the prototypes we have today.

Our Process: Bio

PROJECT GOALS

Design a mobile app and smart watch integrated system for fitness trainers and their clients using the methodology below.  Our primary goal was to learn the end to end design process.  For some of us it was the first time we were experiencing the end to end design lifecycle.

IDEATION

Often overlooked by designers, we learned tools that help with ideation and how important it is to the process.  We demonstrated what we learned through a variety of activities to develop the FitPilot concept and ended this phase with sketching.

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April 6 - 12

PROTOTYPING

The part we had all been waiting for! The team went through 3 different prototyping phases through the course of the project.  Besides just the skills learned to develop the prototypes, we learned how different levels of fidelity add different value to the project.

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April 15 - May 8

TESTING

After we developed initial prototypes, we created a testing protocol and recruited ideal users to take them through a few tasks within the app.  Our goal in this phase was to understand if the decisions we made were right for the user and to find out ways to improve.

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May 8 - 11

HIGH FIDELITY PROTOTYPES

In the ultimate test of our Axure skills, the team brought the prototype to High Fidelity during the final stages of our project.  In the real world, this would be where we start to hand off to the developers.

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May 12 - 29

STYLE GUIDE

In order to create a cohesive and comprehensive experience, we needed to create a style guide for our High Fidelity prototype.  We learned the importance of selecting colors, fonts, imagery, messaging, and basic logo design and how they can impact users.

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May 25 - 29

Our Process: List

DESIGN GOALS

TRAINER MOBILE APP

  • Check clients in and out

  • Pre-Plan workouts

  • Send activities to clients & view profiles

  • Respond to client triggered alerts

  • Monitor client statistics

  • See upcoming classes

CLIENT SMART WATCH

  • Monitor statistics including heart rate, time elapsed, and exercise

  • Request help from trainer

  • Get notified when they receive a new exercise

DESIGN TENETS

  • Keep it simple

  • Sketch first 

  • Collaborate as a team before making decisions

Our Process: List

LESSONS LEARNED

AXURE SKILLS

Most of us were new to the Axure software.  We learned critical skills in order to develop low, medium, and high fidelity prototypes that we have used in other assignments for this class and other classes.

IMPORTANCE OF THE IDEATION STAGE

A lot of designers want to jump right into designing prototypes.  Without doing exercises in the beginning to align the team on the product, the goals, the desired functionality, and the competitive market we would have had a lot more headaches throughout the process.

THE VALUE OF TESTING

No one knows what the user wants and how they think more than the user. In designing user tasks and conducting usability sessions we were able to decide which functions we thought were most important, which worked as designed, which needed improvement, and the overall desire to use the product in the future.

Our Process: List

Learn more about our first step of the process.

Our Process: Text

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