Case Study: GYMLY — Gym app

Temitope Agbola
4 min readFeb 26, 2022

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It is common knowledge that regular and frequent exercise can benefit your health, mind, and body. Not only does it boost your energy, increase lean muscle mass, decrease your risk for certain health conditions and help you manage your weight, but it also improves your mood and enables you to live longer.

The good news is you have a lot of options when it comes to exercise. From fitness classes and cardio equipment to strength training, the benefits of gym time are endless. However, based on my research, locating a gym has been challenging for people. The advent of technology, especially mobile app development has helped bring new solutions to enhance services. GYMLY is an app that provides a one-stop-shop solution that offers services such as gym locations to users anywhere they are. The app helps users search for the gym, register, and book a session.

UI/UX design is essential for application performance. As a result of improvement in technology advancement, people’s expectations also increase as to what they and how they expect a mobile application should function. They want a mobile app to be fast and easy to use. Moreover, UI design should be appealing and original so that an app could catch users’ interest.

I’m happy to share a case study showing the creative process that is involved in designing the GYMLY app.

My Approach

Basically, my approach is to gather and analyze the UX data, design wireframes, and create prototypes.

Role

I worked as an individual player on this case study project so had to take major decisions and performed all the activities by myself.
User experience researcher, UX, and UI Designer.

Process

This design is for a new product called GYMLY— a mobile application for gym members and prospective members. The app is aimed at helping people to find various gyms and book a session without having a membership subscription. Users would be able to browse for the nearest available gyms, or group classes via a map or a list sorted by distance.

In addition, the app could help gym owners or managers list their gyms on the platform, stating all the services they provide. A specific feature of GYMLY app is expected to have an in-app payment for a membership subscription and for booking a session. Users that have insurance cover register in the gym of their choice without making any payment.

The app is dynamic with original user onboarding tutorials. In addition, users can create challenges and invite other users to join them.

UX Design approach: Research & insights

My design process started with gathering all my research data and organizing them in a way that’s both logical and manageable. I interviewed a couple of working-class people and carried out a survey on them to learn more about their demographics, behaviour & lifestyles.

I tested the existing app providing a similar service with GYMLY. My goals were to understand the challenges users faced and the workarounds they employed

Affinity mapping was used to synthesize the research data

Basic needs

The following are the needs of a prospective user:

  • Search and locate a gym, especially in close proximity.
  • Set a fixed schedule,
  • Join a group exercise
  • Improve health conditions.

Competitive Analysis

User Persona

The app is meant to cater to different kinds of users with different age groups and lifestyles. Although the users all have a common goal which is to search for Gyms and schedule a session with just a few taps.

However, the much older generation looking to stay healthy is also considered in the design process, as they are also going to make use of the app.

User persona

Solutions

GYMLY will be a mobile app that will create a unique digital experience for users. The project design will feature:

  • Easy search for Gym via a map.
  • Schedule a gym session.
  • Pay for membership subscription online
  • Purchase gym kits

Below is the strategic way to solve the problem.

Information architecture

Here the contents are divided into parts, so it can both, be understood by users in a quick manner, and is organized so the user can find all the features the app has. The IA shows the flow and the process the user will experience.

Wireframes

Lo-fi wireframe to synthesise all the collected data previously and put them together using black and light gray colour and text to determine contents for Final product design.

Prototypes

Final Design & Tasks for users to achieve

This is the visual design stage with product style guide and design system for the end product. By using and gathering all these, I eventually analyze and split tasks and flows for users to achieve their desired goal. For instance: create a personalized fitness program.

User Testing

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