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Project Overview

The project involves designing a native app for a ground-up startup in the first round of investment that serves as an platform for trainers and physical therapists to provide guidance on recovery strategies using patented technology that links foam roller techniques, breathwork exercises, and movement routines with their daily and weekly activities and intensities.

Challenge

The project presents several challenges that need to be addressed.

  • It is important to create an intuitive and user-friendly interface that accommodates users with varying levels of technological proficiency.

  • The app should effectively communicate individualized recovery strategies in a clear and engaging manner, ensuring that users can easily understand and follow the instructions.

  • Integrate various features such as foam roller techniques, breathwork exercises, and movement routines seamlessly within the app may pose a technical challenge that requires careful consideration.

Objectives

  • Phase 1 (4 weeks)

    • Conduct in-depth research to gain insights into the target audience's needs, preferences, and pain points related to recovery strategies. This will involve conducting user interviews, surveys, and competitive analysis to understand the existing market landscape.

  • Phase 2 (4 weeks)

    • Refresh the brand's visual identity to align with the target audience's expectations and the overall project goals. This may involve creating a new logo, color scheme, typography, and overall visual style that reflect the brand's purpose of providing education on recovery strategies. The goal is to create a visually appealing and cohesive brand image that resonates with the target audience.

  • Phase 3 (9 weeks)

    • Leverage the research findings and the rebranding efforts to create a user-centered design for the app. This will involve developing wireframes and user flows to outline the app's structure and navigation as well as creating high-fidelity prototypes that showcase the app's features.

Roles

Programs

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Google Forms

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Photoshop

Figma

Principle

Phase 1

User Research

In the user research phase of this project, my main objective was to gather valuable insights into the needs, preferences, and pain points of the target audience, which consisted of professional coaches and clients. To achieve this, I employed various research methods and focused on three key elements:

  • Training

  • Recovery

  • Existing experience using competitive products

This approach allowed me to uncover specific insights that guided the subsequent design and development of the app. By understanding the training methods employed by professional coaches, the recovery needs of clients, and the desired user experience, I was able to tailor the app's features and functionalities to address these specific aspects effectively.

First, I designed and distributed surveys to professional coaches and clients to gather quantitative data about their current practices, challenges, and expectations regarding recovery strategies. These surveys provided valuable insights into their preferences, usage patterns, and desired features in an app focused on foam rolling, breathwork, and movement. Additionally, I conducted in-depth user interviews with former clients who had experience with similar products or recovery strategies.

Finally in order to augment my research, I sat worked alongside the CEO and analyzed existing white paper research and studies related to training, recovery, and user experiences with similar products. This helped me gain a broader perspective on the current landscape and best practices in the field of recovery strategies while staying within the values and vision that support the CEO’s practice as a professional himself.

Competitive Audit

Moving along Phase 1, I conducted a competitive audit to gain a comprehensive understanding of the landscape in which the app would be positioned. I focused on two direct and indirect competitors: Hyperice and Modwod. The goal behind this analysis was to help me identify their strengths, weaknesses, and unique selling points, which in turn influenced the design decisions for our app

Launch Animation

Home Screen Animation

Task Flow Prototype

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Onboarding Prototype

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