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How to win friends and influence gym attendance 

A UX research adventure in designing a gym buddy system + what not to do
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Have you ever been going to the same place for months and still don’t know anyone there? A gym is a perfect example — you get in, quickly glance at a few interesting folks, then proceed to your sweaty business burning those donut calories off.

Once in a while, someone might start small talk with you but the conversation is always short lived. Alone and awkward, you drag your sore body and slowly head home…

What if I tell you that you are not alone? Even more, it’s clever of you to desire to foster some friendships at the gym. Backed up by scientific research, there are clear benefits of having a workout buddy.

When we studied the drop-out rate of a year-long fitness program, we found that couples who entered the program together had only an eight percent drop-out rate, compared with roughly 50 percent of the people who entered the program alone. And we’ve found that you get similar results whether you’re working with a spouse, a friend, or within a group.
John Raglin, PhD

Professor of Kinesiology at Indiana University

That’s also the problem that my client brought into the meeting with our UX team.

The Client

RMA is a highly recognised crossfit gym in Sydney. For eight years, RMA has provided high quality training, customised knowledge and a family-like environment.

The Challenge

The RMA owner wants us to design an online system that would help new members engage with the community through a buddy system.

Oh, by the way…

Before coming to us, he engaged with a Service Design team which conducted research and created a service design blueprint.

Service designers use the human centred design approach to understand the larger ecosystem of the business. This consists of various touch points between clients, staff and other stakeholders from a user’s end-to-end journey through a service.

They are often brought in to solve problems that require changes across multiple parts of a service. UX designers generally solve problems that are confined to an individual product, or to individual touch points within a service.

The RMA’s service design blueprint outlines the specific technological features within the buddy system; such as video recording, mood check-in interface, staff alerts and a chat tool.

This was where a team of four UX designers picked up the baton and sprinted toward the next pit stop.

We aimed to deliver it as a four-day UX project and loosely applied Lean UX as the framework.

The timeline and the process. My main contributions are shown in green text.

The team

I had an awesome team consisting of Craig, Stev, Will and myself.

The game is afoot!

№1: Problem Statement

First off, we defined the problem so that it was addressable in a four-day timeframe. Will and Stev used the Who, What, Why and When exercise to help form the Problem Statement.

WHO
New gym members who attended RMA for less than three months.

WHAT & WHEN
Leave the gym after the first 3-month contract expires.

WHY
Feel they don’t make any solid connections with the community to keep them coming back

The problem statement: New members feel they don’t connect with the RMA community and are leaving the gym after the initial minimum 3-month sign up.

№1: Problem Statement

First off, we defined the problem so that it was addressable in a four-day timeframe. Will and Stev used the Who, What, Why and When exercise to help form the Problem Statement.

WHO
New gym members who attended RMA for less than three months.

WHAT & WHEN
Leave the gym after the first 3-month contract expires.

WHY
Feel they don’t make any solid connections with the community to keep them coming back

The problem statement: New members feel they don’t connect with the RMA community and are leaving the gym after the initial minimum 3-month sign up.

Data visualisation of the findings in the form of a word cloud & me trying write at my audiences’ eye level. #ShortUXerLife

2. Survey

Craig and I then conducted quantitative research via two surveys.

The first survey was sent out over social media, to gain as much notice and responses as possible. Our target audience was people who had joined and left CrossFit/ F45/ class fitness based gyms.

In total, we received 22 responses by the end of Day 2.

Craig put together an awesome visual data model of the survey results, talking the team through the insights he’d discovered.

Data visualisation of the survey results. Left column is for expensive gyms; right column is for cheap gyms.

Key findings around premium priced gym members

  1. Some people only plan on joining expensive gyms for short periods. Premium gym members with the intention of staying for 1 to 3 months, all left after 3 months.
  2. People who join premium priced gyms will make time for them. The drop-out rate of people who joined a premium priced gym is 58%, which is lower than that of people who joined a cheaper gym.
  3. Money isn’t the key factor contributing to people leaving the premium gym compared to cheaper gym ex-members.

From what we are seeing from the data, people who pay the premium rate to attend gyms do not lack commitment or motivation. It is all about the perceived value.

The second survey’s target was the Facebook users who had left reviews on the RMA business page. Reaching out to 30+ people via Facebook messenger one by one, I politely asked them to answer 3 quick questionnaires in Typeform. I chose this quick experiment of the guerilla survey on social media because of the lack of time and resources. While I did expect very poor responses, I was so surprised that not a single one of them replied. Sniffing around, I suspect that Facebook messenger marked my messages as a spam so it had never reached the recipients. Lesson learnt on what not to do!

3. Ethnographic research

I spent four hours at RMA conducting passive observations and casual contextual enquiries. It was an ad hoc visit and I was questioned by a teammate about its necessity given that we run the Lean UX project and should avoid wastage. I justified the visit as it served the following objectives:

  • To obtain a better picture of the RMA operation. If a picture is worth 1000 words, a field research trip may be worth 1000 documentations.
  • To understand how the users interact with everything around them at RMA.
  • To understand the social interaction of RMA members

RMA has two training areas: the Mat (upstairs — group fitness class focus) and the Box (downstairs — crossfit).

A crossfit class in the Box area

During classes (the Box)

  • There were micro breaks between the routine; members took the opportunity to chat and give each other hi-fives.
  • They finished the session at different times; some stayed around and gave others support to push through the final workouts.
  • The trainer called attendees by their names throughout the class. This is a clear opportunity for members to know everyone’s name.

After classes (the Box)

  • Small social groups stayed back, ranging from 5 to 30 mins
  • Members who chose to stay back to stretch socialised for longer.
  • There’s no correlation between the length of their memberships and the socialisation.

Key findings

  • Talking with members, they all reported that RMA has great support and a family-like community. They make time to come mostly 5 times a week, with 3 times per week being the minimum.
  • I couldn’t observe the Mat class properly due to the audio system issue and unusually low attendance on the day — only two members attended the Mat class.
  • There are social spots on both floors — a stretching area that members congregated in before or after a class; and the cafe bar — natural locations for people to gravitate towards and where conversations may occur.

In summary, the findings from three different sources gave us better understanding from different perspectives. This data triangulation exercise may not necessarily unearth the users’ pain point; however, it helps us to strengthen the service design researcher’s standpoint on the value of the community. Furthermore, it increases our level of knowledge about the user’s world.

Note: The owner and a few members mentioned of the unusually low attendance on the day. The online audio and check-in system weren’t functioning that week. Ideally if time allowed, I would have wanted to revisit the gym on its usual day to capture better insights.

№3: Brainstorm & Ideation

Just to recap, the Service Design solution focused on pairing up each of RMA’s new members to each of the more experienced ones; AKA the Buddy System. However, the granular details and the risk of the system had never been assessed. Our UX team, therefore, took one step back and brainstormed ideas with regards to potential solutions.

Using 6up, 1 up, the team ideated solution options via drawings.

Some of the notable options are:

  • An introduction system for new members to the community
  • One-to-one pairing / meet-up programs between new members and similarly interested members
  • The use of goal setting and special fitness programs to match members
  • Gamification and competitions

Then, we all voted for which conceptual components we each felt would contribute to resolving the problem.

The solution is a digital platform that Craig gave a codename: the Friendship Factory

While Will and Stev were busily tackling the MVP and its prototype, Craig and I created a customer journey map based on the original service design blueprint but through UX lenses.

The UX of a gym member is made up of various touch points throughout the membership journey. By mapping the end-to-end journey within their first 3 months, we gained a better understanding of the user behaviours and how the app would fit into their lifestyle.

 The customer journey map based on the service design blueprint

 

We also added ideas about fitness classes, activities, monitor screens and notice boards into the journey map that can enhance the digital ecosystem to serve user objectives. Using my experience of working in the fitness industry for over 7 years and the data from the field research, we mapped the technologies and the physical tools to the gym floor plan.

Amongst the many suggestions, one was to install screen monitors at the stretch areas to display to class attendees as an icebreaker tool.

We do not design the experience; yet we design for the experience.
Renee Lin

The design principles applied to the Friendship Factory:

  • The product should allow people to tap into the community and enjoy the environment;
  • The product should allow users to view other members’ profiles and are encouraged to acquaint with other members.
  • The product should provide a natural & intuitive experience.

№4: Usability Testing

As a lean UX project with no budget, we had to recruit participants on our own. I approached the fitness club next door and ran around for half an hour to secure 6 people for guerrilla usability testing.

The participants’ criteria:

  • members of CrossFit/ F45/ class fitnesses or sport clubs.
  • Must have recently attended some group classes within the past month.

User Stories, Prototype Screens and Usability Testing Insights

The insightful feedback we received:

  • Users enjoyed receiving acknowledgement for their effort and achievements.
  • Some users were concerned about sharing too much information and stalkers.
  • Most users felt comfortable to chat one on one online, if they have already someone in person.
  • Some icons confused users.

Overall, we managed to get both the functionality feedback and the idea validation. A majority of the participants felt comfortable and confident using the product while there was some room for improvement.

№5: Delivery

Iteration

As we were laying out all the artifacts and preparing for the presentation prior to the client’s arrival, I also quickly redesigned some part of the app with the refinements based on the test findings. As we were working with Lean, we should aim to iterate quickly. Thanks to pen and paper, this was made possible!

Within 20 minutes, I whipped up new app sketches just in time for the final meeting.

Presentation

We presented our findings, insights from testing and recommendations to our RMA stakeholders. Towards the end of the presentation, the client raised some doubts about the mobile app concept on how it was similar to social media platforms such as Facebook and Whatsapp.

This was perfect timing as we were about to showcase the final iteration of the app based on our research findings. We gave the client and his partner a quick run through of the new features including:

  • Three levels of profile data: Public, Friend and Trainer View
  • Friend requests and acceptance: users can choose who can view their 2nd level profile and gym visits
  • Friends’ suggestions: the trainer can manually give recommendations or the app would suggest based on their visitation patterns and interests.
  • Social feed: users can track gym events and when their friends are likely to hit the gym
  • Customised motivational messages: displayed on user’s profile and loading pages
  • Gamification and engagement: users can view their activity streak

Also, extra features as opportunity to focus on for later iterations

  • Gamification and competition: user can see how their streaks and progress stack up against their friends or other teams in a group challenge
  • Real time updated timetables: gives extra incentives for the users to use the app
  • Centralised personal stats: workouts, best performance, and progress reports

We also used our customer journey map to illustrate how the app would warm a new member up to the RMA physical community and vice versa i.e. create team challenges and users can use the app to assist the collaboration within the team.

The client was receptive to the new app version. He asked if he could keep the app sketch I created. He felt that this new version translated the vision of the Buddy system from the Service Design well and had room to grow. His partner mentioned that she would like to apply some suggestions from the customer journey map to RMA’s physical space as well. At the end of the meeting, the client took all artifacts with them.

I was explaining the research findings to the stakeholders.

The Final Thoughts

TL;DR

RMA, a unique crossfit gym, came to our UX team with a retention problem and they wanted to have an in-the-gym buddy system. Triangulation of research findings suggested that the targeted users valued gym vibe, quality and community over price. We develop a initial smartphone app prototype that focused mainly on community connection with features like looking up other member profiles, messenger, chat forum, and a “hi-five” feature. The user testing results gave us further insights on how to iterate the design. The final design provided users with more privacy controls and a personalised experience, progress tracking and community feeds.

This was a fun and fast paced four-day project for me. My passion as a UX designer lies in the research and experimentation and this project gave me an opportunity to do research through multiple channels. It also allowed me to practice lateral thinking especially when resources and time was scarce.

Doing lean UX projects with four team members was indeed challenging as we had to find a soft spot between being lean and having everyone on the same page. Our (not so) secret weapons are good communication and trust.

The mistakes I made helped me feel humble and aware that there’s much more for me to learn and to discover.

One key learning is the importance of the preparation for the project. A few times, we had requested extra data from the client such as attendance reports and exit interview answers but the client was too busy to get back to us. In the future, I would create a meeting prep checklist for the stakeholders and try to get in touch with them beforehand.

Spectacular achievement is always preceded by unspectacular preparation.
Robert Schuller

I was truly fortunate to share this little journey with my teammates who have a potluck of incredible skills. Kudo to you guys! Also big thanks to Rob Williams and Loletta Cheng who helped me waddle my way towards being an awesome UX designer.

I welcome any suggestions you might have!