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AuraFit

  • Market-driven design research and prototyping

  • 6-week team project

  • Tools: Figma, Adobe Suite

During the pandemic, the gym has become a confined space susceptible to infection, and online workout solutions have become a new alternative to keep people healthy at a lower cost. AuraFit is designed to solve the pain points of exercising at home. From primary to secondary research, to Ethnography, the design strictly follows the market research results.

Background

Nowadays, physical exercise become more and more popular, especially among the young generation. The workout not only builds better physical conditions but also helps with making friends and pressure relief.

 

During COVID-19, people were staying home much longer, and many gyms were closing. As a result of these limitations, people are starting to experiment with home online fitness. This emerging mode leads to new demands and design opportunities.

Market Research

Online Survey

Taking the form of an online questionnaire through Google form, we collected 50 responses from different people ranging from 17 to 65 years old. The results help better understand users' attitudes towards online fitness quantitatively.

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Interview

10 normal interviews with people who daily workout and 2 in-depth interviews on professional trainers and physical therapists to understand the fitness field under the influence of COVID-19.

Ethnography

Self-oriented experiment to simulate the scenario of online fitness at home and figure out the pain points. By playing the role of trainer and trainee, get a comprehensive understanding of the workout processes of learning and teaching through the Internet. 

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Market Statistics

We also looked into existing market research online and drew below trends based on the research statistics.

  1. The fitness app market continues to grow, virtual workout classes became popular during isolation as people need more exercise and connection to others when staying at home, and the value of virtual coaching is convenience and flexibility.

  2. The wearable device will support the market growth. The new fitness services use big data and AI to empower user health. They offer no-equipment workout routines, personalized diet monitors, track footsteps, and also provide personalized health coaches.

  3. At-home equipment purchase is also trending up due to their convenience, connection to online classes, and safety.

  4. Online fitness courses are more needed and home fitness will be popular with the younger generation.

Journey Map

We explored design opportunities through the user persona and the journey map.

​Targeted Users

Our typical users are younger people between 20 - 35 years old who care about their mental and physical fitness and health. Based on our findings, we found younger generations are more likely to gain access to online information with rich fitness alternatives. They are also very likely to have a smart device for fitness, and thus change the traditional way of gym workout.

Major Pain Points

  1. Communication: Online coaching is challenging due to the low efficiency of online courses and poor communication

  2. Instant Feedback: Compared to an in-person coach, a remote coach or passively following the coach online has disadvantages such as missing accurate feedback and communication inconvenience between the user and the coach.

  3. Posture Accuracy: People were facing difficulties in online learning - A wrong workout causes bodily injury.

  4. Size: Home gym equipment is also getting popular, but some people are concerned about the cost and it’s also taking up space at home.

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Design Prototype

Light Mode

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Dark Mode

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The display function of the bracelet is quite simple. The vibration and lights are used to notice the user whether they are in the right position. The other important function is to record the user's physical condition and their exercise routine.

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