UX Case Study: MVMTLAB app

Luke Yin
8 min readNov 13, 2018

MVMTLAB is a sports performance clinic that helps injured athletes recover while also learning about their bodies. Unlike other similar clinics, it uses neuroplasticity to help with recovery. This is important because many people continue to feel pain (and cannot perform as well) after physical recovery. Our UX and UI team worked with MVMTLAB to deliver their project goal: an app that helps users do the exercises that are taught in class, in the form of a 30-day challenge.

Meet our amazing team:

From left to right: Chanel, Josh, Luke (me), Hardip, and Tim

As one of the UX designers on the team, my role was to conduct research, design a user flow, wireframes, etc. and eventually create a clickable prototype. The clickable prototype was then handed over to the UI designers.

Design process

The project was split in to 4 segments:

  • Research (week 1)
  • Planning (week 2)
  • Design (week 3)
  • Testing (week 3)

Research

Research goals

After the kick-off meeting with our client, we split the goals into business goals, app goals, and user goals:

Research methods

We used the following research methods for this project:

  • Comparative analysis
  • Survey
  • Interviews
  • Contextual inquiry
  • Gut test (UI)

These methods helped us gather data for the planning stage.

Competitive analysis

For competitive analysis, we looked at various similar apps that helped users exercise. While MVMTLAB has no direct competitors due to its basis in neurological reprogramming, there are apps that are similar in other ways (e.g. by offering a 30-day challenge).

We looked at 5 other apps: 30 Day Fitness, ThenX, Get Fit, 30 Day Squat, and Fitness

As we found out through our competitive analysis, none of the competitors had all 4 features (videos, coaching/accountability, contrasting aesthetics, and an account system). And so MVMTLAB will have all 4.

Survey

We conducted a survey that targeted people who were active, many of whom were current or previous customers of MVMTLAB. A total of 29 people were surveyed, with some questions focusing on those who answered a previous question in a certain way (e.g. answer question 5 if you answered “yes” for question 4). The survey helped us determine user demographics, which phone OS to design for, as well as how the app would function.

Here are some of the results from the survey:

Interviews

We interviewed 4 current and previous customers of MVMTLAB: Sion, Joanie, Lisa, and Nicole. They were all interested in using an app to help them with MVMTLAB exercises. Some had issues with accountability — they would be less motivated to do these exercises if they were not reminded. Others had trouble making it to classes at MVMTLAB, and would very much prefer to be given directions at home.

Below are some quotes from the interviews:

Contextual inquiry

We went to MVMTLAB to talk to our clients and to get a feel of what their clinic was like. We noticed that different parts of the clinic had different aesthetics, though the building’s brick structure was generally left exposed. Even their logo had gone through multiple iterations, and the different versions could still be found throughout the clinic. There was quite a bit of graffiti art too, and the place (as well as their website) felt both youthful and retro at the same time.

Affinity diagram

With the data we gathered, we put together an affinity diagram.

The full affinity diagram

We grouped our observations by category. Here are some more detailed pictures:

Self accountability: the key to getting things done without outside help
Significant interest in using a fitness app

From the affinity diagram, we were able to clearly see that users desired an app that helped them stay motivated, connect with coaches, etc. which we then used for our planning stage.

Planning

Using the data we gathered, we put together the following:

  • User persona
  • Storyboard
  • Feature list
  • User flow

User persona

Since the app is meant for MVMTLAB customers, our user persona featured a young man (based on demographics from the survey) from Vancouver who is very active, motivated, and busy.

Storyboard

Using the user persona, we created a storyboard for Chris Cooper to show how he got to MVMTLAB (and in a position where he would benefit from the app).

Chris likes to work out.
One day, he felt pain in his back after working out.
A friend recommended MVMTLAB to him.
Unfortunately, Chris is very busy and has no time to go to classes at MVMTLAB.

Feature list

From the data we collected, we came up with a list of features that the app needed to have.

Ground Control is the name of the 30-day challenge. The name was coined by the client and ties in with their classes.

Due to time constraints, not all of these made it into the initial (MVP) version of the app. In particular, the community feature will be added at a later date.

User flow

We created a user flow diagram based on the features we needed.

From the user flow diagram, we were able to create wireframes and paper prototypes.

Design

Paper prototypes

We created paper prototypes individually, then combined them into a finalized version. Here are some of the screens I designed:

Log in/sign up when the app is first opened
Ground Control screen

And here is the final paper prototype, which incorporated elements from all the UX designers on our team:

Wireframes

After the paper prototype was completed, we digitized the designs using Sketch. This was a mid-fidelity prototype intended for iPhone 8, done in grayscale. We incorporated Apple’s design guidelines so that stuff like the navigation bar would be consistent with the rest of the operating system.

The UI designers then turned the mid-fidelity prototype into a high-fidelity prototype with more suitable aesthetics.

From low-fidelity paper prototypes to high-fidelity prototypes

Testing

Throughout the design process, we tested the prototypes with users. We incorporated feedback with each iteration. This led us to change the position of various buttons (e.g. the settings button on the navigation bar, which was originally accessible via the hamburger icon in the top right corner, and which was eventually moved to the user’s profile page).

We tested prototypes throughout the design process, starting from low-fidelity.

Clickable high-fidelity prototype

Once all the screens were ready, we made a clickable high-fidelity prototype:

This included a loading screen, the Ground Control page, descriptions of each pose, as well as access to the user’s profile (which helps Chris track his progress). Note that a coach can also log in via the same app to check on users.

Onboarding

We decided to add onboarding to the app so that the user would be guided through the app’s functions when it is first opened. The Ground Control interface, for example, is complex enough that the user could benefit from being guided though its functions.

This led us to create another clickable prototype:

Summary

  • In summary, we understood that the goals for this project were to:
  1. Create an app that tracks clients’ activity and recovery (Business)
  2. Provide clients access to Ground Control outside of the clinic (App)
  3. Challenge clients to complete a 30-day program and experience great results from it (User)
  • We also heard that one of the biggest problems that clients had was the lack of access to consistently come to clinic classes due to commuting and time constraints.
  • Following RED Academy’s design process, we believe that we were able to design an app that solves the problem and meet MVMTLAB’s goals.
  1. With the ability to rate each daily session, coaches are able to track their clients’ activity and progress through the coach access feature
  2. Clients can now have access to the Ground Control routines and listen to Adrian’s calm and charming voice guiding them to a meditative state of nirvana
  3. The main feature of the app provides your clients to follow a 30-day program and have the ability review their progress along the way
  • Finally, we believe that this app solves the problem by creating an experience that replicates all the best things that clients love about Ground Control and putting it in the palm of their hand — always accessible regardless of commuting or time constraints.

Future considerations

We designed a few other screens for the functions that did not make it into the prototype, though they do represent useful functions and will probably be added at a later date.

Community feature

This builds a community around the app and can be used to keep users accountable:

  • New icon on the bottom navigation bar
  • Feed to view your friends’ activities
  • Comment
  • Friends list
  • View Karen’s profile to help keep her accountable

Privacy setting

This goes hand-in-hand with the community function:

  • Changes how your activity and stats are shared with others

30-day reward

After the 30-day program, the user may gain a reward:

  • Happens when the user is just about to complete the 30 day program
  • Pop-up — Congrats! Come to clinic to redeem reward/swag

So with these future features, we believe that there will be improvements in the following areas:

  • Accountability
  • User engagement

Thank you for reading this UX case study for the MVMTLAB app!

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