SUMMARY
Oxefit’s XS1 was created to disrupt the fitness market. With the rapid demand for home fitness during the Covid lockdowns Oxefit decided to enter the fray. Building on the designs created for the XP1, I led a design team to create the user experience for the XS1 and Oxefit app.
Role
Design Lead
Timeline
6 months
UX · Strategy · Team Management · Product Thinking
Skills
THE PROBLEM
Making a one of a kind feature rich device simple
Working out is already intimidating for most people. The XS1 has over 280 strength exercises, Rowing, Canoe, Kayak, Paddle board, SurfSwim, SkiCross and digital Pilates on the device. This level of feature complexity is great for business but difficult for users understand.
GOALS
Business
Growing market with renewed prioritization on health
WHY
The health and wellness product space is growing 5 to 10% per year.
“68 percent of survey respondents reporting that they prioritized their health more after the onset of the pandemic”
from “Sweating for the fitness consumer” by McKinsey & Company
Users
Want a device that fits into their lifestyle
WHY
It needs to fit their busy schedules, is non-intimidating, and motivates them.
“Most common external barriers among middle-aged and elderly respondents were ‘not enough time’, ‘no one to exercise with’ and ‘lack of facilities’
from “Barriers to participation in physical activity” by Singapore Medical Journal
RESEARCH INSIGHTS
Users want quick workouts, ~20 minutes
Engage in a variety of workouts
Become more knowledgable to avoid looking dumb
See their progress (lack of progress is why they quit)
HOW MIGHT WE
01.
Foster confidence through easy to follow instructions
SOLUTION
Provided users with multiple entry points and variations to learn how to perform each exercise. Trainer led classes, picture in picture videos and step-by-step instructions are available on exercise selection and during the workout.
REASON
Creating comfort with the XS1 by educating users on proper set up and exercise form. Thus making them feel confident and not intimidated to workout at their own pace.
02.
Use approachable data insights to motivate users
SOLUTION
I chose to show progress holistically, progress that’s created over time. Created Milestones that users increase with each exercise and never decreases. Used gamification with streaks and comparisons with your last workout.
REASON
Users can get discouraged with a poor workout so I showed their data from a weekly view to all time. I hoped to show users that it’s ok to have a subpar workout because in the grand scheme they are still getting better.
OUTCOMES
Delighting users and increasing investors
My design decisions influenced our other products. While I wasn’t able to get metrics I would’ve tracked daily sessions and average workout time. Investors can see how the XS1 can disrupt the fitness space and Oxefit has only gained more investors since its launch. Customer sentiment is positive thanks to the inviting and easy to use experience.
LEARNINGS
Becoming the Design Lead gave me a lot of insight on what Product Managers go through. I got better at synthesizing feedback from all the XFN and turn that into actionable instructions for my overseas team. I loved how I had a larger impact on the product’s experience.
WORKOUT EXAMPLE
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