Rapid: The ultimate health tracking app that brings fitness progress and social support together, empowering users to improve their well-being within a thriving community.

Rapid: The ultimate health tracking app that brings fitness progress and social support together, empowering users to improve their well-being within a thriving community.

Role: UX/UI Designer, solo student project

Timeline: 4 weeks

RAPID

The Challenge.

The Challenge.

Rapid is an app that aims to create a vibrant user community and motivate users to achieve their fitness goals. However, the app has been facing the issue of user disengagement, with many users uninstalling the app after just three weeks. The lack of motivation and engagement in the app has been discouraging users from returning, resulting in low user retention rates.

Rapid is an app that aims to create a vibrant user community and motivate users to achieve their fitness goals. However, the app has been facing the issue of user disengagement, with many users uninstalling the app after just three weeks. The lack of motivation and engagement in the app has been discouraging users from returning, resulting in low user retention rates.

Users ability to message other members to gather tips and and general advice to achieve a certain goal is now possible, users are also able to now subscribe and unsubscribe on receiving notification of other goals.

Seamless messaging and goal notifications management.

Users ability to message other members to gather tips and and general advice to achieve a certain goal is now possible, users are also able to now subscribe and unsubscribe on receiving notification of other goals.

Users ability to message other members to gather tips and and general advice to achieve a certain goal is now possible, users are also able to now subscribe and unsubscribe on receiving notification of other goals.

Seamless messaging and goal notifications management.

Seamless messaging and goal notifications management.

Users are able to share their runs live and let others comment on your performance, getting motivational messages and creating engagement from users by pure curiosity.

Go live on runs + Live chat

Users are able to share their runs live and let others comment on your performance, getting motivational messages and creating engagement from users by pure curiosity.

Users are able to share their runs live and let others comment on your performance, getting motivational messages and creating engagement from users by pure curiosity.

Go live on runs + Live chat

A central area where users now explore users achievements and daily progression. This includes those that you aren't subscribed to and could be interesting for you to follow.

Town square of the community

The Solution

Sending goals and achievements

Previously, users lacked motivation in the app primarily due to the absence of accountability. With the introduction of a new sharing feature users are now able to easily share and celebrate of goals and daily accomplishments, Adding a layer to accountability to make their goals truly achievable.

The Solution

The Solution

Sending goals and achievements

Sending goals and achievements

Previously, users lacked motivation in the app primarily due to the absence of accountability. With the introduction of a new sharing feature users are now able to easily share and celebrate of goals and daily accomplishments, Adding a layer to accountability to make their goals truly achievable.

Previously, users lacked motivation in the app primarily due to the absence of accountability. With the introduction of a new sharing feature users are now able to easily share and celebrate of goals and daily accomplishments, Adding a layer to accountability to make their goals truly achievable.

A central area where users now explore users achievements and daily progression. This includes those that you aren't subscribed to and could be interesting for you to follow.

Town square of the community

The Secondary Research

The Secondary Research

“These findings suggest that social support is important for increasing physical activity and healthy behavior”


-Sullivan & Lachman, 2017

Having a well-defined problem scope enabled me to delve deeper into my secondary research. I aimed to comprehend the lifecycle of motivation, including its initiation, sustenance, and eventual decline. Given the vast array of behavioral types, I felt the need to thoroughly prepare by conducting extensive research in order to approach my interviewees with informed questions.

Discoveries

Achieving goals

Users often get hyped up in the first week but quickly loose motivation and give up on goal

A lot of people get demotivated because they lack the right type of knowledge on training

Celebrating small wins along the way can boost motivation and create positive momentum

Having an overly competitive space could demotivate users due to users comparing themselves too heavily to others

Having a supportive a community and friends that motivate you increases possibility of entering good habits

Often feedback on progress and stats help users perform better

Communication

Having an overly competitive space could demotivate users due to users comparing themselves too heavily to others

Having a supportive a community and friends that motivate you increases possibility of entering good habits

Often feedback on progress and stats help users perform better

Communication

Achieving goals

Users often get hyped up in the first week but quickly loose motivation and give up on goal

A lot of people get demotivated because they lack the right type of knowledge on training

Celebrating small wins along the way can boost motivation and create positive momentum

Achieving goals

Users often get hyped up in the first week but quickly loose motivation and give up on goal

A lot of people get demotivated because they lack the right type of knowledge on training

Celebrating small wins along the way can boost motivation and create positive momentum

Having a supportive a community and friends that motivate you increases possibility of entering good habits

Often feedback on progress and stats help users perform better

Having an overly competitive space could demotivate users due to users comparing themselves too heavily to others

Communication

Interviews

How do competitors facilitate and motivate users to achieve their goals?


Understand the factors that contribute to making a healthy and thriving community

Goal of the analysis

SWOT Analysis


  • User-friendly interface that makes it easy to track and analyze data

  • Integration with other fitness apps and devices

  • Motivational tools such as challenges, leaderboards, and social features



Strength

  • Overcomplicating the user interface, making it difficult to navigate and use

  • Buggy or unreliable performance that leads to frustration and mistrust

  • Odd flows and lack intuitiveness

Weaknesses

  • Resources to empower users on how do achieve goals could help

  • Gamifying an experience could be interesting and engage more users

  • In app messaging and other forms of interaction

Opportunities

  • Gamification could lead to mass deletion of the app due to mental health issues

  • Large user base and have control of a majority of the market

  • Other apps have alot of data on user already

Threats

During my secondary research, I observed a significant presence of numerical data in papers discussing product and service performance within the goal achievement and health domain. Motivated by this, I opted for a SWOT analysis, as its systematic approach enables a thorough examination of strengths, weaknesses, opportunities, and threats. By exploring various apps, I aimed to gain insights into common features and elements used to guide users while improving my understanding of the field.






Nike run club App

Productive App

Map My Run App

Strava

Productive app

NIKE Run Club

Mao My Run App

STRAVA

Apps

Apps

Apps

In app messaging

Other users accomplishments

Wide range of inputs

Community engagement

Activity monitoring

“I was all excited in the beginning but after a few days of working out the end goal looked farther and farther way ” - USER #3

“I was all excited in the beginning but after a few days of working out the end goal looked farther and farther way ” - USER #3

“ No one really knew about how hard i was training other than my girlfriend, although her support was amazing i feel like if had talked to friends and stuff i would have achieved so much more and faster ” USER #8

“ No one really knew about how hard i was training other than my girlfriend, although her support was amazing i feel like if had talked to friends and stuff i would have achieved so much more and faster ” USER #8

“ It was the first time i had road cycled i didnt know anyone in the sport, looked on the internet for guides to training and ended up over doing my calf, im sure that wouldnt have happened if i met someone in my area that had gone up that hill before ” USER #10

“ It was the first time i had road cycled i didnt know anyone in the sport, looked on the internet for guides to training and ended up over doing my calf, im sure that wouldnt have happened if i met someone in my area that had gone up that hill before ” USER #10

Afinnity mapping

Afinnity mapping

To organize and prioritize my findings, I utilized an affinity map, categorizing them into key groups. I was pleasantly surprised by how the interviews and secondary research seamlessly wove together the narrative of motivation, accountability, and community. This synthesis provided valuable clarity and direction to my research. I then categorized and divided the commonly recurring information into three distinct groups.



To organize and prioritize my findings, I utilized an affinity map, categorizing them into key groups. I was pleasantly surprised by how the interviews and secondary research seamlessly wove together the narrative of motivation, accountability, and community. This synthesis provided valuable clarity and direction to my research. I then categorized and divided the commonly recurring information into three distinct groups.



Interviews

Questions that i came up with from my secondary research:


  • Tell me about a goal you've achieved before.

  • Tell me about how you achieved that goal and what motivated you.

  • Tell me about a time you didn't achieve your goals.

  • What could have made you be able to achieve the goal you weren't able to accomplish?


After analyzing the numbers and data, I sought to incorporate human experiences into my research, aiming to align it with the needs of real-life users. While I had captured both the broader context and finer details, I felt the need to further enhance my understanding of users' genuine desires.


After analyzing the numbers and data, I sought to incorporate human experiences into my research, aiming to align it with the needs of real-life users. While I had captured both the broader context and finer details, I felt the need to further enhance my understanding of users' genuine desires.


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effects

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Camera Off

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Speaker

Questions that i came up with from my secondary research:


Tell me about a goal you've achieved before

Tell me about how you achieved that goal and what motivated you

Tell me about a time you didn't achieve your goals

What could have made you be able to achieve the goal you weren't able to accomplish?


My Main findings


Tracking some sort of progress rewarded them

Users were scared of what would happen to them if not being able achieve their goal

Many users where motivated by the possibility of celebrating their accomplishments

Motivation

Users experience social pressure to perform by other people

Many users over thought their plans and ended up underachieving and dis motivating them

User where given advice by people who have achieved similar goals. Facilitating the goal achieved.

Community engagement

Users felt lost by and unsure of how to achieve new specific goals

Users felt a lack of support and lack of motivation to stand up and achieve goals

Sharing goals with users created accountability and even competitiveness

Competence

Motivation, accountability and user engagement were things that were being looked over.

Interviews

How do competitors facilitate and motivate users to achieve their goals?


Understand the factors that contribute to making a healthy and thriving community

Goal of the analysis

SWOT Analysis


User-friendly interface that makes it easy to track and analyze data

Integration with other fitness apps and devices

Motivational tools such as challenges, leaderboards, and social features



Strength

Overcomplicating the user interface, making it difficult to navigate and use

Buggy or unreliable performance that leads to frustration and mistrust

Odd flows and lack intuitiveness

Weeknesses

Resources to empower users on how do achieve goals could help

Gamifying an experience could be interesting and engage more users

In app messaging and other forms of interaction

Opportunities

Gamification could lead to mass deletion of the app due to mental health issues

Large user base and have control of a majority of the market

Other apps have alot of data on user already

Threats

During my secondary research, I observed a significant presence of numerical data in papers discussing product and service performance within the goal achievement and health domain. Motivated by this, I opted for a SWOT analysis, as its systematic approach enables a thorough examination of strengths, weaknesses, opportunities, and threats. By exploring various apps, I aimed to gain insights into common features and elements used to guide users while improving my understanding of the field.






Productive app

NIKE Run Club

Mao My Run App

STRAVA

Apps

Apps

Apps

In app messaging

Other users accomplishments

Wide range of inputs

Community engagement

Activity monitoring

My Main findings

Many users over thought their plans and ended up underachieving and dis motivating them

Users felt lost by and unsure of how to achieve new specific goals

Users felt a lack of support and lack of motivation to stand up and achieve goals

Competence

Users experience social pressure to perform by other people

User where given advice by people who have achieved similar goals. Facilitating the goal achieved.

Community engagement

Sharing goals with users created accountability and even competitiveness


Tracking some sort of progress rewarded them

Users were scared of what would happen to them if not being able achieve their goal

Many users where motivated by the possibility of celebrating their accomplishments

Motivation

Motivation, accountability and user engagement were things that were being looked over.

My Main findings

Many users over thought their plans and ended up underachieving and dis motivating them

Users felt lost by and unsure of how to achieve new specific goals

Users felt a lack of support and lack of motivation to stand up and achieve goals

Competence

Users experience social pressure to perform by other people

User where given advice by people who have achieved similar goals. Facilitating the goal achieved.

Community engagement

Sharing goals with users created accountability and even competitiveness


Tracking some sort of progress rewarded them

Users were scared of what would happen to them if not being able achieve their goal

Many users where motivated by the possibility of celebrating their accomplishments

Motivation

Motivation, accountability and user engagement were things that were being looked over.


Tracking some sort of progress rewarded them

Users were scared of what would happen to them if not being able achieve their goal

Many users where motivated by the possibility of celebrating their accomplishments

Motivation

Users experience social pressure to perform by other people

User where given advice by people who have achieved similar goals. Facilitating the goal achieved.

Community engagement

Sharing goals with users created accountability and even competitiveness

Many users over thought their plans and ended up underachieving and dis motivating them

Users felt lost by and unsure of how to achieve new specific goals

Users felt a lack of support and lack of motivation to stand up and achieve goals

Competence

Motivation, accountability and user engagement were things that were being looked over.


Tracking some sort of progress rewarded them

Users were scared of what would happen to them if not being able achieve their goal

Many users where motivated by the possibility of celebrating their accomplishments

Motivation

Users experience social pressure to perform by other people

User where given advice by people who have achieved similar goals. Facilitating the goal achieved.

Community engagement

Sharing goals with users created accountability and even competitiveness

Many users over thought their plans and ended up underachieving and dis motivating them

Users felt lost by and unsure of how to achieve new specific goals

Users felt a lack of support and lack of motivation to stand up and achieve goals

Competence

Motivation, accountability and user engagement were things that were being looked over.

My Main findings

Apps

Apps

Productive

App

NIKE Run

club

Mao My

run app

STRAVA

In app messaging

Other users accomplishments

Wide range of

inputs

Activity monitoring

Community engagement

How do competitors facilitate and motivate users to achieve their goals?


Understand the factors that contribute to making a healthy and thriving community

Goal of the analysis

SWOT Analysis

Overcomplicating the user interface, making it difficult to navigate and use

Buggy or unreliable performance that leads to frustration and mistrust

Odd flows and lack intuitiveness

Weeknesses


User-friendly interface that makes it easy to track and analyze data

Integration with other fitness apps and devices

Motivational tools such as challenges, leaderboards, and social features



Strength

Resources to empower users on how do achieve goals could help

Gamifying an experience could be interesting and engage more users

In app messaging and other forms of interaction

Opportunities

During my secondary research, I observed a significant presence of numerical data in papers discussing product and service performance within the goal achievement and health domain. Motivated by this, I opted for a SWOT analysis, as its systematic approach enables a thorough examination of strengths, weaknesses, opportunities, and threats. By exploring various apps, I aimed to gain insights into common features and elements used to guide users while improving my understanding of the field.






Gamification could lead to mass deletion of the app due to mental health issues

Large user base and have control of a majority of the market

Other apps have alot of data on user already

Threats

Initially hesitant about incorporating gamification into the Rapid app due to ethical concerns, my research and conversations with users and colleagues helped me understand the concept of positive gamification. With a fresh perspective, I focused on creating a solution that promotes well-being and avoids potential negative effects on users' mental health.

Initially hesitant about incorporating gamification into the Rapid app due to ethical concerns, my research and conversations with users and colleagues helped me understand the concept of positive gamification. With a fresh perspective, I focused on creating a solution that promotes well-being and avoids potential negative effects on users' mental health.

Biggest Setback

Biggest Setback

Wireframes and User tests

The Design

The Design

Principals i set based on my research were:



Creating an interfase that incentivizes sharing and allows friendships to organically form


Create an environment that fosters a sense of support and friendship while also feeling accountable for their goals.


Facilitating communication, encouraging engagement with other in a fun way



Equipped with a clear understanding of user pain points and their desired outcomes, I embarked on designing a solution. I evaluated various ideas against the principles derived from my research (shown below) to determine their suitability for addressing the problem at hand.


4

Turn notifications On/Off

  • Easy control of who you want to keep a track of


  • Allows users to receive notifications for activities similar to theres

1

  • Based on mentor and user feedback, users wanted to see notifications of personal goal

  • Users expressed interest in a way to monitor activities without logging in

Enhancing lock screen

2

  • Making the change mor intuitive


  • The ability to choose from large pictures instead of a list makes it extremely legible

Facilitating change of sport/activity

3

  • Easiness of sharing encourages engagement


  • More information in an organized space


  • Allows users to monitor easier

Better daily stat sharing

2

  • Making the change mor intuitive


  • The ability to choose from large pictures instead of a list makes it extremely legible

Facilitating change of sport/activity

4

Turn notifications On/Off

Easy control of who you want to keep a track of


Allows users to receive notifications for activities similar to theres

1

  • Based on mentor and user feedback, users wanted to see notifications of personal goal

  • Users expressed interest in a way to monitor activities without logging in

Enhancing lock screen

3

Easiness of sharing encourages engagement


More information in an organized space


Allows users to monitor easier

Better daily stat sharing

2

  • Making the change mor intuitive

  • The ability to choose from large pictures instead of a list makes it extremely legible

Facilitating change of sport/activity

4

Turn notifications On/Off

Easy control of who you want to keep a track of


Allows users to receive notifications for activities similar to theres

1

  • Based on mentor and user feedback, users wanted to see notifications of personal goal

  • Users expressed interest in a way to monitor activities without logging in

Enhancing lock screen

3

Easiness of sharing encourages engagement


More information in an organized space


Allows users to monitor easier

Better daily stat sharing

Wireframes and User tests

The Final Products.

The Final Products.

The Style Guide

Colors

Primary

Accent

Neutral

Logo

Components

Application app

Typography

8 px layout grid

60 px layout grid

4 column grid /

16 px margins

Grid + Spacing

Onboarding illustration

RAPID

Rapid

Header 2 (Semibold) 16 pt

Header 1 (Medium) 22 pt

Main body text (Medium) 16 pt

Sec. body text (Regular) 14 pt

Button (Medium) 18 pt

The Style Guide

Colors

Primary

Accent

Neutral

Logo

Components

Application app

Typography

8 px layout grid

60 px layout grid

4 column grid /

16 px margins

Grid + Spacing

Onboarding illustration

RAPID

Rapid

Header 2 (Semibold) 16 pt

Header 1 (Medium) 22 pt

Main body text (Medium) 16 pt

Sec. body text (Regular) 14 pt

Button (Medium) 18 pt

The Style Guide

8 px layout grid

60 px layout grid

4 column grid /

16 px margins

Grid + Spacing

Colors

Primary

Accent

Neutral

Logo

Application app

RAPID

Rapid

Components

Onboarding illustration

Typography

Header 2 (Semibold) 16 pt

Header 1 (Medium) 22 pt

Main body text (Medium) 16 pt

Sec. body text (Regular) 14 pt

Button (Medium) 18 pt

Things I’d do differently

  1. Always question competitors intentions- One of the main setbacks in this project was my initial hesitation towards gamification due to ethical concerns and potential negative user behaviors. In future endeavors, I would approach such situations differently by expediting the analysis of new techniques and their variations while also thoroughly understanding their implications. This proactive approach would have allowed me to learn how to implement gamification quicker in a way that promotes the users' health and well-being.

  2. Exploring New Engagement Strategies- One area where I would approach things differently is exploring alternative ways for users to interact with the app. For instance, incorporating an integrated camera feature to capture photos and videos could have added an engaging element if it were strategically placed within the app. In future projects, I would delve deeper into various forms of interactions to enhance user engagement and create a more immersive experience.

  3. Leveraging Behavioral Psychology- Reflecting on my past experience, I realize the missed opportunity of delving deeper into techniques leveraging behavioral psychology. A profound understanding of this field would have been instrumental in my app development process. By studying behavioral psychology, I could have gained valuable insights into human behavior, motivations, and decision-making processes. This knowledge would have allowed me to better understand and effectively implement psychological principles into each and every app feature. Going forward, I recognize the importance of embracing behavioral psychology as a powerful tool to create more impactful and user-centric experiences.

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