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Research was a reoccurring activity throughout this process.  It was influential in driving the scope of the project; in pinpointing a problem that needs to be addressed.  It came to play a part again in understanding to root of the problem and ways to best mitigate it, or in this case, embrace it.





I began the process of identifying the problem by first understanding the who, what, and when. I embarked to uncover the users/non-users, current fitness trends, and current market conditions. Through a series of interviews with 4 individuals, I was able to identify 3 key findings and could lay the ground work for the problem at hand.



"I used to work out but not anymore."
"I like to track my steps to see how far I've walked in a day."
"My workout is often a spur of the moment activity for me."
"To be honest, I don't track my fitness."

 To synthesize the interview results, I created an affinity map to organize like behaviors, pains, and needs. This helped to identify three key findings:

  1. Sporadic/Spur of the Moment > Routine
  2. Short Term Tracking
  3. Cardio-Centric Workouts


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Current fitness lifestyles are unpredictable, with the mentality that we keep fitness priorities on the back-burner, which don’t warrant long-term monitoring.
Target User: young professionals




Does the problem need to be solved? Maybe instead of trying to change a lifestyle decision, we embrace it? We allow the app to respond to the lifestyle?

A key component of this lifestyle is the lack of a routine. People exercise from a spark…I needed to discover this spark.

Interviews revealed that people were encouraged to workout from the media (photos of athletic people), time availability, and guilt.



It is this last realization that I wanted to run with. People often would work out because they indulged the night before in a large meal, or heavy drinking.





Create an app that allows people to reverse the indulgences of last night. Simply select your food or number of drinks, and the app will tell generate a fitness plan consisting of running, biking, or swimming in order to negate the indulgence.

Guilt Trip: reverse the indulgences of last night



Information architecture was scaled down to address the alcohol consumption path only, due to the straight-forward nature of quantifying drinks.


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First Take

Design Goals: 
The app would need to be simple (if you’re hungover, you’ll want minimal complications), light-hearted (when you’re hungover, you’ll want it to be nice to you), and linear (minimal options with an a to b path).


Low-Fidelity Prototype

The Scenario:
You are hungover in bed and indulged in 9 beers and 2 shots last night, and now you want to run it off.


Usability Testing

Testing the product, I had the user lay as if they was hungover in bed in order to understand how they would hold the phone in their hand and interact with the interface.

Keep buttons big and make sure the screen would not be too bright or overwhelming for the hungover eye.

Future Testing:
Users should be tested while in that state of guilt (either hungover
or “food-comatosed”) to gather a contextual analysis of the product.



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