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OVERVIEW

Saguaro is an interactive fitness application designed to help sedentary individuals be more active. This interactive game will motivate users to stay mobile and reach new destinations on the map while competing with others.

SOLUTION

Saguaro is designed to help sedentary individuals find motivation and engagement that ultimately drives them through a transition to become active walkers.

PROBLEM

Most fitness applications are designed for active users who have varying levels of fitness embedded their lifestyle. Few are focused on helping sedentary individuals transition into active walkers.

GOAL

Saguaro strives to help sedentary users find motivation, incentives, and development of progressive walking habits that will help them build long-term healthiness.

DESIGN PROCESS

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INSPIRATION

My father was sedentary and developed a series of health issues over the last 5 years. After several failed attempts of finding treatment, we followed through a physical therapist's recommendation of active walking best practices that helped him re-develop his mobility last year. This was tremendous breakthrough for our family and gave me the inspiration to share our story through this application.

BRAINSTORMING

In the phase of brainstorming, I generated a lot of initial ideas for design solutions around the question "How Do I Motivate People to Walk?" to frame a brainstorm, then I drew out some of the key factors that might stimulate people to walk. 
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USER RESEARCH

The fitness market is a crowded topic, so I conducted research on the top 5 most relevant competitors.
From the overall comparison, Pokemon Go is one of the best walking apps so far in terms of its features, functions, design.
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My research of Pokémon GO were focusing on two main factors:
1. The demographic of the players   2. What can trigger players to be continually playing the game.

Pokémon GO users 

(U.S. adults, ages 18+)

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What do Pokémon GO players most enjoy about the game?

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Based on the reports from newzoo GAMES (https://newzoo.com/insights/articles/analysis-pokemon-go/)

USER INTERVIEW

To continue my approach, I decided to interview 2 groups of users. Sedentary and Active walkers to understand their challenges and motivations. By understanding these 2 crucial factors, I could then start developing the user journey.

 

For Sedentary case studies, there were 2 distinct reasons: 1.Way of life and 2.Way of work

For the first reason, few candidates developed health related issues as obesity and osteoporosis that limited their ability to stay active. Their health conditions worsened over the years keeping them from being able to active voluntarily.

For the second reason, few candidates also held careers in fields such as computer science and service industries (ie, bud driver) that required them to remain in sedentary positions for long hours throughout the day. These people also suffered various forms of sedentary state and began developing health issues such as back pains and carpal tunnel.

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From the result, compare sedentary walkers with active walkers, I found sedentary users give up on walking very soon after using the fitness apps due to various reasons. Then I generalized several user pain points of sedentary walkers: Lack of motivation, Forget about new habits, Need courage, Lack of equipment.

For active walkers, walking has been a part of their daily route due to walking has brought some significant results to their life. 

According to the result of interview and research, my app should be capable of solving these problems for the users. So I prioritized several features that are needed in my app: create & long lasting walking habit, set up reminder, statistics of achievements, create competitions & risks. 

INDENTIFY MY USER GROUPS

I used what I learned from my previous research, now it's time to solidify my user groups. Create personas really helps me better understand my target users. The 2 user groups can paint a very clear picture of who is using my app, and potentially even how they are using it.

Primary users

Sedentary users
18-35 years old
People who lack of exercise 
(Office workers, drivers, convalescents )

Secondary users

Active users
18-35 years old
People who work out regularly
(Gym lovers, hikers, dancers,)

HOW TO START THE GAME?

Redeem cactus

Plant cactus

Steal cactus

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LOGIC STRUCTURE

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USE CASE 1

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Ben

Sedentary users
25 years old
Ben is an engineer in San Francisco. His job has created a series of health problems, such as increasing blood sugar, obesity. Right now he is seeking applications to help him fix his unhealthy lifestyle. His friend Jack recommends him Saguaro.

Use case

Redeem his first cactus
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USE CASE 1

Redeem his first cactus

USE CASE 2

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Jennie

Active users
29 years old
Jennie is a dancer is New York. Besides dancing, she loves to interact with her friends by playing social games together remotely. Her friends invite her to join Saguaro to play with them.

Use case

Steal her friend's cactus
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APPLE WATCH WIREFRAMES & PROTOTYPE

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FINAL PROTOTYPE

I used Sketch and Illustrator to iterate through my design process.
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LEARNINGS

The most challenge part is the scope of my work. Since everything was designed based on my theory. There is no business constraints were built. But in the future, I need to test out my projects with engineers. I need to understand what can be built and what can not be built. 
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