PACTx

Applied Theory in Design for Physical Activity Experience

Brief Overview

PACTx is a part of the course Applied Theory in Design. This project focuses on understanding the lifestyle of young adults to find the opportunity to improve the experience of physical activity. The team started with secondary and primary research using techniques like card sorting to collect detailed data points. After organizing multiple rounds of ideation, we created a design criteria which was the blueprint of the solution. The final solution was prototyped at the Forsyth park where the feedback helped us build the brand Street PACT.

Timeline

September 2018 - November 2018

Services

Research, Ideation, UI/UX, Conceptualization, User Testing & Branding.

Team

Cooper Penn, Kshanika Patel, Tanushree Agarwal

Role

Research Activities, Solution Conceptualizing and Brand Development.

Design Process

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Umbrella Question

How might we use design thinking to improve the physical activity experience of young adults?

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Secondary Research

This research was focused on the area of physical activity which is broad in scope regarding what is considered physical activity, how it relates to health and happiness, behavior change, and motivations or influence. To gain more data we created eras maps, stakeholder maps, 2x2 matrix and journey maps for young adults. These methods guided us in locating the user groups needed to begin primary research.

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Primary Research

The data gathering stage started with listing interview questions, recruiting important stakeholders to constantly analyze and review how the information can be best utilized in the following phases of the process. Taking a unique approach with our interviews we came up with 2 activities which could focus on the unarticulated needs and pain points. A day in life activity offered multiple icons and timeline structure, the user was able to quickly and simple and it led to further elaboration on the specific point in time.

Key Insights -

“I have a love-hate relationship with running.”

“I make the process fun by tracking with gamification.”

“Stairs are the worst. I hate taking the stairs.”

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Analysis + Synthesis + Ideation

Once insights are distilled, solutions often begin to take shape amongst team members. One way to begin the conversation is to allow for visualization of these ideas. In this case, sketches of various ideas were created and organized amongst the insights. The few ideas agreed on for further exploration were then subjected to the idea of them failing within the market upon release. This allowed for quick refinement having worked through many possible issues with the product. It is an easy way to avoid overlooking simple reasoning for user decisions or even internal barriers such as engineering limitations.

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Design Criteria

With all the information and understanding garnered through the research, an empathy map was created and converted into user personas that represent the target audience.

At the end of synthesis comes the blueprint, a framework for how the final product should behave within the environment, how it should function, feels, look, and most importantly, alleviate the problem. These three categories helped us organize and prioritize the design process moving forward.

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Conceptualization & User Testing

The design criteria helped us evaluate our concepts and add more value to it. With a prototype built and ready to test, we placed it within the environment and observed how people would interact with it. We setup our prototype in the park and decided to observe if people willingly interacted with it. As the user testing session went on, we spoke to people who performed the activity to gain insights on why they did it, and people who passed by to understand what made them not want to interact with the prototype.

Key Insights -

“It’s a hopscotch, who wouldn’t do it. And I am still a kid at heart.”

“To burn calories from the 2 cookies I ate.”

“I did it because it’s easy, fun and right there in the middle of the side walk.”

STREET PACT

Street Pact is a city wide initiative to encourage physical activity among anyone who walks down the street. The product built into the sidewalk across the city at high frequency areas. It encourages the users to become a member through the app and unlock numerous perks associated with tracking progress and even receiving rewards from our business partners.

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