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Lively purpose is to enable wellbeing enthusiasts to change habits towards a healthier lifestyle.

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Approaching the Problem

Understanding the potential users and their needs regarding well-being was fundamental to comprehend the market thoroughly.


Since 2019, the wellness market and the fitness market have started to merge. Moreover, consumers are now seeing the connection between mental health, physical health, and socializing*.

In addition, activity tracking and nutrition apps are expected to grow their share of the fitness market exponentially in the next decade**.

*Diana Kelter, The evolution of self-care, Jan 2020. Mintel Blog.

**Fitness Market Report 2021-2028, Jan 2021. Grand View Research.

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Analyzing the Competition

Key players from the Fitness market (Nike Training Club, Freeletics, 8Fit), Meditation and Mindfulness (Insight Timer, Calm, Headspace), and Weight loss and Nutrition (My Fitness Pal, Life Sum, My Net Diary) were studied by understanding their business strategy and establishing a SWOT analysis.

Big players' strategies considered expanding in both the Fitness and Wellness markets. More of these strategies included gamification, customization, and online community building. In all cases, social media was essential for promoting their products.

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User Research

The potential users' demographic was narrowed down to individuals between 20 and 49 years old during the competitors' analysis*.

Five user interviews took place considering these demographic groups. Simultaneously, a survey with 30 participants was developed.

*John Elflein. Share of people worldwide who used technology to track their fitness 2016, by age. Aug 2019. Statista.

Both interviews and surveys told a similar story: There is a common need to stay physically and mentally healthy. People acknowledge the importance of meditation, movement, and a healthy diet to achieve their wellbeing goals. Other vital insights were the recognition of socialization as a part of a healthy lifestyle and the high levels of stress impacting people's lives.

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Affinity Maps and Personas

After collecting all the interviews and survey information, affinity mapping was used to define behaviors, attitudes, needs, goals, and frustrations from potential users, leading to the creation of user personas.

Participants show a strong need for a healthier lifestyle, recognizing the importance of exercising, meditation, and healthy eating habits. Among the interviewee's frustrations, the most relevant was the lack of time and insufficient motivation to break bad habits. Friendship and social activities were considered essential to the interviewees' physical and mental health.

A critical differentiator was the planning of activities related to health. Some participants felt that clear long time goals were necessary for committing to a plan. In contrast, others felt that commitment is more connected to how enjoyable the activity was or how that activity positively impacted their social life.

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Journey Maps and User Flows

Solutions were designed to address individual needs using Journey Maps and User Flows with the previously defined personas, finally allowing understanding of the content requirements.

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Card Sorting and First Site Map

To establish solid ground for my first site map, an open card sorting exercise was conducted. Participants categorized the cards (potential content) and labeled each category according to their own logic.

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Revisiting the Problem Statement

Before developing the first sketches of Lively! the original problem statement and possible solutions were revisited.

A new hypothesis emerged. Potential users would change their habits towards a healthier lifestyle if they actively engage with the app’s content on a daily basis.

Four key strategies would enable users' engagement and motivation:

  • Gamification: Creating score systems, ranking boards, points, and rewards.

  • Scheduling: Developing an interactive calendar to organize activity courses and meals plans, with in-time notifications to know when the next class, cooking session, or meal is scheduled.

  • Socialization: Designing social tools that allow users to create clubs and plan live events with other members to perform their favorite activities together

  • Customization: Developing a system that allows users to set health goals and create tailored workout and nutritional plans.

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First Sketches and Wireframes

Many were the lessons learned through the creation of the first sketches and wireframes. A key lesson was that too many details and features were added before any testing. This approach resulted in much time and effort wasted on far developed ideas.

Usability Testing Impact on the Design

A usability test and preference test were done for the first prototype. Results were analyzed using affinity maps, evaluating errors, observations, and quotes.

The results had a profound impact on the design. Here are some of the most relevant changes that came from this iteration.

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Final Design and Next Steps

After a few more iterations, the final design was established. Due to the scope and complexity of the project, there is still much work ahead.

Next, iterations would prioritize according to each strategy behind the design process.

Design Documentation

Before closing the project, a style guide and a design language system were created to guarantee consistency on the design throughout further development of the product.

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Lively! Tour

Check this quick video to familiarize yourself with the Lively! experience.

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