“GOODLIFE HEALTH CLUBS” FINAL PROTOTYPE & USER TESTING

Nehal Beegoo
5 min readJun 1, 2021

This blog will discuss how to create a prototype based on a user scenario to achieve user goals, how to conduct user testing sessions to gather input on the user experience, and how adjustments to the prototype may be made based on the testers’ comments.

THE BRIEF:

Goodlife Health Clubs is one of Australia’s largest and most popular health club franchises, assisting over 295,000 members in leading healthier and more active lives. Their mission is simple: to inspire individuals to achieve great things, whether it’s establishing a better work/life balance, developing healthy habits, or preparing for their first marathon.

The audience for this app is mostly rural Australian people suffering from depression and require more group session exercises. So, Goodlife has come up with an app that will help those people in joining those group sessions and thus fighting their depression.

User Goals:

  • Help people to engage themselves with others.
  • Socialise.
  • Fight depression.
  • Have group session workouts to avoid lack of motivation.

To ensure that I meet these objectives, I chose to create two scenarios in which users will utilise the mobile application to attend group session exercise sessions before even beginning to create the prototype. This will assist me in determining features that can be incorporated in the app to improve user experience while also achieving user goals.

SCENARIOS:

To better understand the user scenarios, I decided to create storyboards for each scenario in order to obtain visuals and a thorough understanding of the user journey map, as well as to determine frame by frame where certain features can be implemented on the mobile application to allow users to join those group session classes via the mobile app.

Storyboard for Scenario 1:

Storyboard for Scenario 2:

Now that the storyboards for both scenarios have been created, I can better understand and see what the target audience is looking for while using the app to attend group session classes on the app.

Before beginning to create the prototype on Figma, I opted to use the low fidelity wireframes that I created in assessment 2 as they relate to the user goals.

Low Fidelity wireframes from Assessment 2:

Now that I have the low-fidelity wireframes, I can use them as a reference to begin creating the prototype on Figma.

Now that I’ve completed the Figma prototype, the most critical stage is user testing. User testing will help me understand how real users interact with the app and provide input on whether features and components are functioning effectively. This exercise will also assist me in identifying parts of the program that are not functioning properly. However, as part of the user testing activity, I will do an A/B split test, which entails integrating variants of particular screens to assess efficacy and learn what the testers think about the variants.

AB SPLIT TEST

For the A/B split testing, I have decided to make Version A and Version B of the Following screens:

  • Home Page Screen
  • Categories Screen
  • Workout Session Screen

Now that I have all of the resources, I’ve selected 5 users to test my prototype and run the A/B split test.

User Testing Video Links:

User Testing report:

After conducting a testing session with five users and receiving their comments, I took their input and challenges encountered when using the prototype into account. However, the general response that I have received from them has been quite favourable, with the majority of them finding the navigation to be quite simple and understanding the application’s aim.

The majority of them were able to use the app quickly and discovered that the user flow is extremely seamless from registration to joining group sessions, which I found extremely positive and users would not have any difficulty when using the mobile application.

In terms of aesthetics, I have received very positive and amazing feedbacks. First and foremost, most of them stated that the prototype is very clean and neat, with every component and element in the application being very well aligned, and that visual hierarchy and spacing have been used correctly, making the prototype very professional and easy to navigate. The prototype has a consistent colour scheme, grid layout, and font.

A/B split test:

According to the 5 user testers, most of them liked the group variation A because they found it more aesthetic and professional when it comes for an app. Also, the colour black has a deep meaning a strength and consistency when it for this kind of app.

Changes to be made of Prototype:

  • Input macro nutrients that should be reach per meal.
  • Implement different types of Diet plan.
  • Show more details about the coaches.
  • Show different videos in tutorials.
  • Have a more detailed diet plan for different types of body.
  • Put a function that helps people to choose what they really want to eat.

Final Prototype Link:

Conclusion:

To summarise, I thought that user testing was really beneficial to me since I learned from other users what features are operating properly and what adjustments can be done in the mobile application to improve user experience. Overall, I was really pleased with the prototype since I followed each stage of the process perfectly, from user research through prototype creation.

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