UI / UX / Strategy
  1_OPPORTUNITIES/CHALLENGES:   -Could we enhance the bond between the Reebok Nano and user in a new way?   -What does the relationship look like now, and what could/should it look like in the future?  - Is there a Nano user need that is not being fu

BALANCE Nano IoT & App - case study

Nano Balance is a system (consisting of a mobile iOS App, Apple Watch OS App, and IoT footwear insole) that is designed to measure and improve the technique of squatting - squats are the foundation of all functional workout routines and used more than any other exercise in Cross-fit. This project is the result of a design sprint which looked for an authentic way to improve users’ experiences and relationship with the Nano while also invigorating Reebok’s brand in the functional training space.

  1_OPPORTUNITIES/CHALLENGES:   -Could we enhance the bond between the Reebok Nano and user in a new way?   -What does the relationship look like now, and what could/should it look like in the future?  - Is there a Nano user need that is not being fu

1_OPPORTUNITIES/CHALLENGES:

-Could we enhance the bond between the Reebok Nano and user in a new way?

-What does the relationship look like now, and what could/should it look like in the future?

- Is there a Nano user need that is not being fulfilled?

-Is there one that could be improved upon?

-Can this all be done in a way that is authentic to the Reebok brand?

We uncovered a need for coaching and feedback during the most frequent functional training movement. Squatting is the main movement/exercise in Cross-fit-like functional training programs, but it is a difficult movement to master. Proper form requires that most of the weight be centered over the heel (while still maintaining balance and control). Typically, the user’s form degrades as fatigue sets in. However, the user can make micro corrections to regain optimal form if they receive real-time feedback and coaching.

It is not possible for coaches to see every participant in a class at all times. Furthermore, it is often impossible to see the subtle shifts in balance that happen as fatigue begins to set in. Seeing the weight distribution between forefoot and heel during the squat is an optimal way to understand if the user is maintaining proper form.

WEARABLE SATURATION HISTORY/EXPECTATIONS:

  2_GOAL:   How/Can we get this important real-time feedback to the user in a loud and crowded group setting now that people expect digital coaching in functional training space?   HYPOTHESIS:   Given that the majority of people are now comfortable w

2_GOAL:

How/Can we get this important real-time feedback to the user in a loud and crowded group setting now that people expect digital coaching in functional training space?

HYPOTHESIS:

Given that the majority of people are now comfortable wearing mobile devices during workout routines and open to the idea of digitally assisted coaching, I feel that this could be accomplished by connecting an IoT insole to a mobile App and wearable device. An IoT insole with pressure sensors could measure the users’ weight and sense if they are shifting too far forward during the exercise - i.e. reduced pressure on the heel and increased pressure on the forefoot. The user would be notified in real-time that they are not maintaining optimal form. This could be communicated through a wearable. Alternatively, the user could choose to send this information to the coach who would receive the same information on his/her mobile App, alerting them of the user’s difficulty - and encouraging real-time coaching.

These two notification options address two user preferences: a) Users who prefer a private haptic notification, and b) those who prefer a live coach-trainer experience.

From our sample set of 28 people, our interviews indicated that each solution is viable with a 14 to 12 preference for the haptic solution (where 2 people preferred no notification system).

3_PERSONAS:

 3 different Personas were created and used to design a user journey. Having multiple Personas allowed us to map out different scenarios during the journey. We also interviewed a number of real people that resembled these profiles to authenticate our

3 different Personas were created and used to design a user journey. Having multiple Personas allowed us to map out different scenarios during the journey. We also interviewed a number of real people that resembled these profiles to authenticate our Personas.

4_USER JOURNEY

 The above user journey tracks the experiences of 3 individual profiles during a typical squatting exercise routine: someone using the IoT Nano Insole, a coach, and someone without the IoT Nano Insole.  There are 2 Key points that show a wide emotion

The above user journey tracks the experiences of 3 individual profiles during a typical squatting exercise routine: someone using the IoT Nano Insole, a coach, and someone without the IoT Nano Insole.

There are 2 Key points that show a wide emotional variation between the experiences. During each of these key points, we learn that the user with the IoT Nano Insole, and wearing an Apple Watch to receive haptic feedback in real-time, is having a much more positive experience. We also find that at the end of the routine this user is substantially more satisfied and confident with the workout, whereas the non-user is less fulfilled and less excited about the next class.

5_NOTIFICATION OPTIONS:

 I discovered that users wanted a choice of notification experiences - ranging from very discrete to more obvious and community-facing. Although lighting in the sneaker to notify the coach was an option, it was not cost-effective.   It was possible t

I discovered that users wanted a choice of notification experiences - ranging from very discrete to more obvious and community-facing. Although lighting in the sneaker to notify the coach was an option, it was not cost-effective.

It was possible to leverage the Apple Watch’s sound, lighting, and vibration capabilities to notify the user and/or the coach depending on the user’s preferences.

6_WIREFRAMES:

 Mid-fidelity wireframes flow logic: The Balance App is designed for onboarding, informational input (metrics such as age, sex, weight), and to create/store baseline measurements of the users’ current squatting form. The above set of wireframes is fr

Mid-fidelity wireframes flow logic: The Balance App is designed for onboarding, informational input (metrics such as age, sex, weight), and to create/store baseline measurements of the users’ current squatting form. The above set of wireframes is from the 2nd version of the App. After user testing the first round mid-fidelity prototype we discovered a number of issues and some pain points.

7_REVISIONS:

ISSUES WITH ROUND 1 APP PROTOTYPE:

1-We found that the first 3 squats were quite good but squats 4 and 5 were significantly worse.

2-Users wanted to spend less time inputting information.

3-Users asked for a way to see and share their friend’s activities.

4-Neglected to add the metric of height.

SOLUTIONS IMPLEMENTED IN ROUND 2 APP PROTOTYPE:

1-Added the 4th squat to the initial setup process to capture a more fatigued squat for better accuracy.

2-Added an option to link with the Apple Health App to auto-fill information-saving the user time (this also addressed #4 above).

3-Revised menus to include a Feed.

4-Included an area to the share preferences to add additional coaches and friends.

Interactive mid-fidelity mobile App mockup HERE

 The above wireframes for the Apple Watch map out a very simple and intuitive experience. Users choose the notification preferences for the workout, then decide if they will be sharing their information with anyone of their contacts. Press ‘Start’ to

The above wireframes for the Apple Watch map out a very simple and intuitive experience. Users choose the notification preferences for the workout, then decide if they will be sharing their information with anyone of their contacts. Press ‘Start’ to begin the workout - pressing start before each squat is not necessary (the algorithm can extrapolate the squat motion automatically). Users have the ability to pause and resume at any time. If the Insole detects a shift to the forefoot a notification is sent to the wearable (and/or anyone else you share your information with).

Interactive mid-fidelity Apple Watch App mockup HERE

8_PHYSICAL PROTOTYPE:

 Above is the 2nd version of our prototype. The first version had a single forefoot sensor. However, after testing, we found there was a need for 2 sensors because the foot natural engages the edges of the forefoot for balance. In order to accurately

Above is the 2nd version of our prototype. The first version had a single forefoot sensor. However, after testing, we found there was a need for 2 sensors because the foot natural engages the edges of the forefoot for balance. In order to accurately pick up on these subtle changes in pressure, we had to add and strategically place the forefoot sensors accordingly. This prototype was built and programmed by our Apprentice Hubert Chen.

9_CONCLUSION:

When we simulated the system with users we found that our assumptions from the user journey proved to be accurate. Users left the workout knowing that their exercises were more effective. This had two positive side effects: 1) a better overall workout, and 2) an excitement to repeat the process (and improve technique).

Developing a system for an IoT device and wearable offers many complex challenges above and beyond that of digital-only UX designs. You must fully consider the environment and also take into account the users’ likelihood of having their attention shared with competing interests.

The most insightful techniques used during the design and development of this project were the interviews and user testing. During these parts of the process, many hurdles and opportunities were discovered which led to more satisfying user experiences.