Personalizing every fitness journey

I spearheaded the interaction design for the Bowflex JRNY app focused on prototyping for various feature experiences the app included. Throughout I collaborated closely with the lead designer to refine the visual direction and with our development teams to optimize the interaction work for iOS and Android.

ROLE:
Senior Product Designer
Duration:
10 months
PROJECT:
JRNY app
CLient:
Bowflex (at Slalom)
View after completing a workout with elements animating in and showing workout summary afterwards
Detail view of the interface during a user workout. The user in this shot is named after a bulldog named Bartlett.

Overview

Opportunity

Deliver a personalized fitness platform that would help evolve Nautilus from an equipment manufacturer into a digital-first, experiential powerhouse.

They wanted to provide the customized workouts of a personal trainer, the motivation of a running buddy, the data of a smart watch

Outcome

The JRNY app launched as part of the Black Friday 2018 product launch of the M6 and M8 training devices. Slalom's involvement in active app development ended in the spring of 2019.

As of April 2019, 20K+ Max Intelligence capable machines have been sold and the app as of 2023 is doing $16M ARR.

Work Highlights

User Onboarding

Goal:
Help guide the user through setup and registration step, adding delight via the interactions

My Work
Created initial concepts, final design and interaction specs for user setup and onboarding

Early concepts where a user selects a workout time based on their fitness level and desired difficulty

Workout Selection

Goal
Taking inspiration from the existing physical machine, create unique directions for the workout selection interface.

My Work

Designed and developed multiple iterations of the workout selection home screen. The interface was created from scratch to emulate the existing physical interface that would be obscured when

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
Variant workout selection screen using plus minus buttons to modify time
A simple plus/minus version
Variant workout selection screen using swipe motion to modify time
My favorite from an interaction POV was this elegant slider

Home to Workout Animation

I took inspiration from the Max Trainer display and modern car interfaces to explore how transitions help lend a sense of delight while preparing customers for the upcoming workout.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
Proposal motion design for home and transition to workout states
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Overview

Opportunity

The major hurdles in any transformation is finding a routine that makes you feel comfortable and staying motivated between achievements. Bowflex has long been a company that could offer the hardware to a fit life, but had less means to help their customer achieve the aspirational fitness goals after the machine was delivered.

As one of two lead designers at Slalom, we partnered with Bowflex to deliver a personalized fitness platform that adapts to and motivates customers to exceed their fitness goals.

Outcome

The JRNY app launched as part of the Black Friday 2018 product launch of the M6 and M8 training devices. Slalom's involvement in active app development ended in the spring of 2019.

As of April 2019, 20K+ Max Intelligence capable machines have been sold, but the adoption of the app per unit sold is out of my purview.

The app continues to be in active development and assisting customers on their fitness journeys.

My Role

Explorative Design and Prototyping

As stories were prioritized for initial design development, I built early interactive prototypes using Framer for the purposes of interaction exploration and to test usability with Bowflex customers.

Delivery Prototyping

I created high-fidelity prototypes in Framer using a mix of code and assets. These were used to communicate and confirm essential experience flows, interaction details to stakeholders for review and utilized for user research by the team at Bowflex to validate with customers.

Feature Story Definition

The Nautilus team worked with Slalom to develop and define the initial backlog of features. Given the technical-forward Agile process Slalom employs, my role in feature definition was to meet with client stakeholders, gather desired outcomes and work backwards to develop requirements

Design Engineering and QA

I managed much of the translation of design elements into functional code. I collaborated with the engineering team to ideate on approaches, create handoff resources, inspect and log bugs and approve story sign off prior to committing to releases

Early Work

Following the initial discovery phased led by another designer, I was asked to breath some life into what had been static screens up until that point.

Discovery Prototype Vision

To capture the aspirational vision of the delivery phase, I created a simple prototype with Framer JS that showed the potential of our collaboration with Nautilus going into the future.

Beyond basic navigation, I found areas that I could add small bits of delight through interaction design that would speak to what our team could bring to life in the near future.

(Video) - Initial conceptual prototype that I built at the end of discovery.

Device Connection

One of the first experiences a customer has is connecting their device via Bluetooth to the Max Trainer. While connecting via BT is common enough, most people have faced challenges getting two devices in sync. We couldn't actually prioritize a wired connection because of a patent by another exercise company, so we decided that instead of leaving it to chance, we would lean into the challenge.

First Iteration

As the visual design was in progress, I wanted to bring together a cohesive vision for the initial first-run experience.

This helped us evaluate the mechanics, flow and feel of a desirable experience and establish principles that would guide the rest of the interactions work.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
The user selects a detected Max Trainer devices and taps to connect

Second Iteration

This iteration evolves the device connection and shows additional visual design iterations upon receiving feedback from client and user research (done by client)

This version is closest to that which shipped for the launch of the app in 2018.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
Second iteration of first-run experience
View after completing a workout with elements animating in and showing workout summary afterwards
Sample screens from the JRNY app that show edge cases while connecting a machine.

Workout Selection

As the centerpiece of the initial experience, the workout selection screen was the most scrutinized and a high priority to get right as it would be the primary interface for daily user by Max Trainer customers. We utilized a continuous discovery process over a span of months to build, test, learn and deliver this work.

Low-fidelity concepts

Early on, given the blue sky nature of the project, I explored how the home screen might work with the concept of recommended time workouts.

The hypothesis at the time was that following an assessment workout, the customer would have three optimal workouts shown that meet and exceeded their capabilities.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
Three concepts that explored possible customer interactions with workouts and modifying them to their needs

New Requirements

As I started to build new concepts around surfacing customer content and recommendations, Bowflex communicated that the physical tachometer was an essential element to the Max Trainer experience and that it needed to be carried over into the app.

It seemed completely obvious soon enough, when the placement of a holder for devices ended up obscuring the tachometer from view while in use.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
With the desire to surface future content for customers, this concept explored helping the user navigate back and forth using a touch and swipe model.

Throughout iterations, I explored and evolved the workout selection interactions and content layout. I brought the interface to life by tying together time and difficulty to specific interval and burn rate visualizations.

Variant workout selection screen using plus minus buttons to modify time
A simple plus/minus version
Variant workout selection screen using swipe motion to modify time
My favorite from an interaction POV was this elegant slider

Workout Selection

After exploring multiple iterations of the workout selection this was the direction pushed into development.

Throughout the process, these prototypes were provided to the Bowflex UXR team for usability testing and I incorporated feedback into the work at various stages.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
The working prototype of our time and difficulty interactions in situ. As you modify either, the workout intervals change accordingly giving the user the opportunity to tune the workout if they desire to do so.

Start / Run Workout

As the Workout Selection UI elements were solidified, I dove deeper into transitioning between experiences, exploring how the tachometer would function in a variety of contexts.

Home to Workout Animation

I took inspiration from the Max Trainer display and modern car interfaces to explore how transitions help lend a sense of delight while preparing customers for the upcoming workout.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
Motion design for transition experience before and after a workout selection.

Workout Simulation

As the customer would be viewing this device during a workout, I needed to translate the existing experience on the Max Trainer to a digital emulation.‍

Essential to this was showing the oscillation between recover and sprint sessions and how the input from the device would work once the software and hardware were connected.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
Motion design simulation emulating the cadence of a workout between recover and sprint sessions

Workout Complete

We wanted to motivate customers post-workout to continue on their fitness journey. Utilizing a blend of Lottie animations and Framer, I added a bit of life to a results screen while they viewed their achievements and summarized their satisfaction with the workout.

Early concepts where a user selects a workout time based on their fitness level and desired difficulty
An overview of the experience after a workout is completed.