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GymNerd

How might we increase gym attendance and engagement by being a social connection tool between gym members?

 

Overview

Our goal was to help gym-goers connect and workout with one another through a social scheduling platform similar to Airbnb and Uber. The problem was initially discovered through Twitter threads around “gym partners.”

Bunkr Case Study

Problem

  • Client Goals: Provide a safe and private solution for medical professionals to support their mental health.

  • User Needs: Better communication of stresses and emotions privately due to stigma.

Process

  • Research Methods: Market research, user interviews, survey data analysis, competitive audit.

  • Design and Testing: Affinity mapping, user personas, low-fidelity prototyping, usability tests.

Iterations

  • Feedback and Changes: Iteration based on peer and user feedback, focusing on maintaining anonymity while fostering community support.

Final Design

  • Prototyping: Bunkr Prototype on Figma

Impact

  • User Engagement: Increased engagement by 60% with the new community-driven features.

  • User Retention: Improved by 40% over six months as users found a supportive and safe community.

  • User Satisfaction: 75% of users reported feeling more supported in managing their mental health.

  • Market Validation: Gained 1,000 active users within the first three months, validating the product’s value in the market .

 
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Researched Twitter and Reddit threads analyzing what people want in fitness

Problem

  • People are looking for gym partners to help them learn and workout more often but don’t know where to find them

  • New gym-goers have a hard time staying consistent and don’t always have the solutions to see their desired results

  • Seasoned gym-goers have the fitness knowledge, passion, and enthusiasm to support others but don’t know how to offer the help

 

Research

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  • Interviewed gym-goers through multiple design sprints in pursuit of product-market fit

  • Social media research through feeds and direct message conversations

  • Mapped out the user journey, iterating based on user feedback and anecdotes

 

Research Findings

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Solution Experiments

  • A mobile community that gives gym-goers a chance to find someone at their gym to learn from and be inspired by

  • “ Pay a Partner ” marketplace for aspiring trainers

 

Lo-Fi Explorations

  • Paper prototypes

  • User Journey maps

Mid-Fi Explorations

  • Mobile prototyping tools for wireframes as well as Invision for tappable artifacts

High-Fi Prototype

  • Collaborated remotely with a design & development team to produce the first release in the app store

Outcomes

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Exploring the onboarding experience

  • Released to the app store, though the backend development was not well executed by inexperienced planning & execution

  • Though the idea is great aspirationally, most people (especially women) expressed concern over privacy issues which shows this environment to be potentially unsafe for the unprotected

Next Steps

  • Produce a more organized backend with a developer with information architecture

  • Test ways to verify profiles to create a safer environment

  • Make the onboarding and copy simpler and more inviting to inspire more trust in the platform

  • To follow 5 new partnership experiences, observing what we are missing or what can be improved

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Collaborated with hired developers and visual designers