Equinox

Redesigning the EQX+ app to motivate users and help them reflect on their health & fitness journeys

Role

UX Design Consultant

Timeline

Feb 2023 - Jun 2023

Team

Esther Li-Chen

Caleb Shih

Claire Wang

Sunny Park

Skills

User Research

Product Design

UI/UX Design

Interaction Design

Tools

Figma

Project Overview

Equinox+ (EQX+) is the mobile app for the luxury health and fitness company, Equinox, with the mission to create the possibility for people to maximize the potential within themselves.

Despite their hundreds of thousands of members, only a very small percentage use the app past the check-in button on the home page. Currently, Equinox members do not fully take advantage of the ‘Activity’ section of the EQX+ App. With that, health metrics are not effectively displayed and do not provide a comprehensive overview of a member’s fitness journey.

Because of this, Equinox’s product design team challenged our team at Berkeley Innovation, a human-centered design consultancy at UC Berkeley, to redesign their Activity tab to increase user engagement and foster holistic fitness journeys.

Thus, we asked:

Data visualizations would help users more clearly see personalized progress and trends

Research

Research Goal:

Understand who uses the Activity section of the EQX+ app, what pain points they experience, and how we can improve their experience based on their needs

In this project, I led our team through research. One challenge we encountered was that we were not able to contact Equinox members for our research in the project. We tried asking the client if we could use non-Equinox gym-goers for our research, but they stated that Equinox members are vastly different from the average gym-goer. So, we looked into the surveys and interviews that the Equinox product design team conducted previously.

We also began Secondary Research with the aim of understanding who exactly our users are and what metrics they value the most in their workouts. Then, we performed Market Research to learn about how other similar apps motivate their users and which tracking features are the most effective/successful within these apps.

Secondary Research

WHO are our users?

What metrics do they value?

  • The top tracked EQX metrics are calories, heart rate, and distance traveled (miles ran/walked).
  • Users' most valued metrics depend on their favorite/preferred activities and exercises
  • 80% of Equinox members track their metrics, and they mostly use Apple devices, such as Apple watches.​​​​​​​​​​​​​​

Market Research

HOW can we motivate them?

  • Apps can encourage users with gamification, community features, and personalization settings
  • Community offerings, such as group fitness classes and personal trainers, are great external motivators.
  • Many users are discouraged because they don’t understand the significance of their workout metrics.

WHICH tracking features are the most effective?

  • Providing activity summaries based on time period
  • Tracking goals
  • Tracking impactful quantitative data to avoid information overload

Synthesis

To converge and make sense of all of the data from our research, we created an affinity map, user journey maps, and user flows. Then, we narrowed down our "How might we..." question to narrow our scope.

Affinity Mapping Insights

  • EQX members rely on metrics during self-guided & class workouts
  • Creating communities motivates users to return
  • Users are motivated in the long-run with personalized health goals

User Journey Insights

  • The app is not used much except for check-in
  • There are multiple times during the gym process where users can utilize the app
  • Some users prefer using apple watch metrics over EQX metrics

User flows

  • Visualizes how users currently use the EQX app
  • Pinpoints areas in the app where new features/pages can come into play

Key Insights:

  • Data visualizations would help users more clearly see personalized progress and trends.
  • Users want to reflect on their fitness journey with metric-tracking.
  • Celebrating wins is made possible by setting realistic goals that are reinforced & encouraged.
  • Personalization can motivate users to make fitness an important part of their daily routine.

Ideation

Once we had clear insights from our research, we began our ideation process. After narrowing down our "How Might We..." question,  we brainstormed, using methods like Crazy 8s and rapid ideation to see what features we wanted to change or implement.

We also determined that Archetypes B & C would be the most likely to use the new features in the Activity tab since they already book and monitor their group fitness and personal training sessions through the app. Thus, we decided to ideate with mostly their needs in mind; however, we also wanted to implement new features that would cater to Archetype A's needs, making the app more useful and appealing to all user groups.

Prototyping

We began to design distinctly for data visualization, motivational features, & celebrational designs.

Our biggest challenges were deciding which metrics to include, how they should be visualized, and what hierarchy they should have on the screen.

An important decision we made at this stage was to split up the data into day/week/month/views as users would be able to see both individual stats as well as how they compared over a period of time. Incorporating this feature meant that we had to consider how our data visualizations would scale, or if they should change in structure entirely.

Initial prototypes

However, an issue arose with the type of data that we could gather. Our client communicated that the app would have access to only “Equinox-specific metrics,” meaning data that came from the machines at the clubs, class sign ups, appointments and self-input information.

From this constraint, we began ideating how the Activity landing page’s layout could still celebrate member wins and reflect personal fitness journeys.

Other Iterations

Final Solutions

Day/Week/Month/Year View

The biggest change we implemented was incorporating a day/week/month/year view, each with their own calendars and data visualizations.

When opening the tab, it’d still land on the month view just as it does now, so that users are easily accustomed to the update and can see data comparisons over a larger time period. If they want to choose a specific week or day, then they can easily move to each respective tabs and select the dates to look at their history.

Data Visualizations & Graphs

The biggest change we implemented was incorporating a day/week/month/year view, each with their own calendars and data visualizations.

When opening the tab, it’d still land on the month view just as it does now, so that users are easily accustomed to the update and can see data comparisons over a larger time period. If they want to choose a specific week or day, then they can easily move to each respective tabs and select the dates to look at their history.

Motivational Notifications

Implementing motivational notifications helps encourage users to keep going and help them achieve their fitness goals. We thought it would be beneficial to incorporate the notification in the page for the user to see it every time they check their activity; however, if they don't want the notification on their page, they can easily X it out. ​​​​​​​

Strength Training Tracker

One addition we explored to appeal to Archetype A - or, really anyone who works out with sets and reps - based on market research of other health apps, was including a method to log weights and exercises.

This would allow members to see a history of the types of training they’ve done, as well as track any increases in weight or strength.

Reflections

As my second project with Berkeley Innovation, I was super excited, yet nervous to take on this challenging project with Equinox. Leading research in this project, I was able to utilize and develop my UX Research experience from my previous project with Lululemon. Most importantly, as my first real design project, I was able to develop my design capabilities, learning more about the ideation and prototyping processes.

One of the key lessons I learned from the Equinox project was the importance of empathy in the design process. Understanding the motivations, goals, and pain points of each type of user was critical in creating a user experience that resonated with them.

Huge thank you to the Equinox team and our client Molly Werner for their ongoing support and guidance throughout the project and beyond! I'm so grateful for the opportunity to collaborate with a team that helped me grow so much, both as a team member and a designer!

Research

Research Goal:

Understand how educators use technology, what pain points they experience, and how their usage varies across different roles and responsibilities

Preliminary Research

To begin our research, we decided that it would be important to learn about what employees want and what they value in their roles and work environment. This helped us begin to understand what questions would be useful to ask in surveys and interviews, ultimately guiding us to the next step in our research. Here are the findings from our preliminary research:

WANTS

  • Collaborative Spaces to interact with others
  • A Positive Atmosphere to foster a strong sense of community
  • Supportive Management to encourage amicable top-down relationships
  • Good Benefits, including employee programs & perks

VALUES

  • Professional Development through educational support and promotion
  • Ownership & Empowerment, with trust in employee judgment, empowering their ideas
  • Personal Support, including flexibility, support for passions, and accommodations

User Research

Research Methods

Educator Surveys

  • To learn more about sentiments towards the job generally and technology they use
  • To identify quantitative trends in educator’s experiences with technology
  • To reach a larger audience of educators so we can more accurately reflect their sentiments in our insights

Contextual Inquiry

  • Witness first-hand how educators work with guests and alongside each other
  • Understand in-store environment such as backrooms, cash-register, and store inventory
  • Conduct real-time observations of educator technology usage and frustrations

User Interviews

  • Empathize with educator motivations and frustrations of working at their job
  • Identify differences in experience across educator roles and locations
  • Understand the ‘Day in the Life’ of an educator, their interactions, and their technological usage

Synthesis

In this project, I was in charge of the synthesis process. I led my team through wrapping up interviews, narrowing down our "How might we..." question, and the process of affinity mapping & gathering insights.

Affinity Mapping

We grouped our data into four main topics:

  • Technological Painpoints
  • Technological Positives
  • Training
  • Sentiments towards Lululemon

Then, we created subcategories and identified recurring patterns!

Prioritization Matrix

From our affinity map, we generated a list of educator needs and wants. Then, we arranged needs based on:

  • Priority - how important it was for educators to complete their jobs, and
  • Feasibility - how easy it is for Lululemon to meet their needs

Finally, we identified High Priority and High Feasibility items to focus on in generating insights

Key Insights:

01
Educators face informational overload during onboarding, communication with corporate, and on the job.
This is especially with regards to the high volume of training material they have to learn in the short period of time, as well as communication via Zipline on a day-to-day.
02
Communication is key to educator satisfaction and guest experience.
Many educators cite good communication in the workplace to be one of the main pull factors as it allows them to create positive guest experiences and experience personal and career growth in the workplace through asking questions.
03
Outdated hardware prevents educators from completing their duties.
Educators consistently cite outdated hardware to be the greatest hindrance to productivity and providing the best guest experience.
04
Stores function like a self-sufficient unit, preferring to rely on their own store community instead of general resources.
When educators are faced with uncertainty, they turn to their managers or co-workers for assistance. They seem hesitant to use technological help tools such as ServiceNow and YouLu over just asking somebody physically present for help.
05
Hands-on learning and physical experiences are more impactful for training.
Educators are more likely to remember learning through in-person interactions, shadowing current educators, and engaging in hands-on activities. Information learned during virtual training seems to be lost in translation, or require in-person interaction experience to reinforce.
06
Educators need more structured transparency when communicating about their responsibilities.
From a community perspective, there can be a lack of appreciation for one another. From a functional perspective, filling in for one another is a struggle.

Deliverables

User Personas

One challenge we ran into was that when we made all the personas for each role, they all seemed quite similar due to their overlapping responsibilities. Thus, we decided to make one "main persona" that encapsulated all the similarities between each role. Then, we made "mini-personas" for each role to easily distinguish the differences between each role's painpoints, motivations, goals, etc.

User Journeys

Another issue we encountered was reflecting the accurate user journey for each role. The reason why this was so challenging was because no role has a linear journey, which is usually reflected by a line within journey maps. Thus, we had to think about how to portray their journey without making it seem linear.

Additionally, some roles complete tasks on a daily basis, while others complete tasks on a weekly basis. Thus, we reflected our journey maps accordingly, with some demonstrating the typical responsibilities in a week and others in a day.

Technology Chart

We also included a technology chart, demonstrating a comprehensive look at our insights from each technology. For each technology, we included a section for functionality & usage, painpoints & frustrations, and our recommendations to communicate how we would change them in order to improve educators' experiences.

Reflections

As my first project with UC Berkeley, this project taught me so much about the process of UX Research, helping me learn about the importance of empathy.

Through this experience, I discovered the impact of understanding and connecting with the perspectives and emotions of our users. Additionally, I learned about the importance of creating a nurturing environment where users can freely and authentically share their thoughts and feelings

On top of learning invaluable UX Research skills, I'm so grateful for my wonderful team, who became amazing friends throughout the process. I'd also like to thank our clients Michelle Sufka and Kayla Oliveira for giving us such thoughtful feedback, suggestions, and resources. Everyone involved truly made teamwork and collaboration so much fun and enjoyable, and I'll forever be thankful for this amazing experience as my first client project.

This project is still in progress! Check back soon! :)
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© Sarah Suen 2024