Wodify Usability Test

Project Overview
Wodify is a Crossfit digital whiteboard system that registers athletes for class, records workout results and remembers past performances.
Wodify is a Crossfit digital whiteboard system that registers athletes for class, records workout results and remembers past performances.
Design Challenge
In design school I able to conduct a usability study on a website I felt had poor usability, I chose Wodify. I specifically chose Wodify's user class sign up system, as I had already seen first hand how frustrated people could get by using the site.
My Role
Tools Used
Duration
Deliverables
Team Size
UX Researcher
Figma
3 months
Usability testing poster
UI re-design
1
Current Wodify Sign-In System

The Test Plan

Purpose

The purpose of this study is to address issues of the website Wodify. Wodify is a Crossfit digital whiteboard system that registers athletes for class, records workout results and remembers past performances. There is also an administrative side to Wodify that allows coaches and gym owners to process memberships and charge clients.

I work at a Crossfit gym that uses Wodify and I have noticed many issues while using it and received many complaints from gym members.  The user group will be members and former members of Academy Of Lions gym that have varying experience with the application.

Goals

The goals of my usability test include identifying a baseline of product usability, pinpointing design flaws that reduce user satisfaction and efficiency, and making recommendations based on my findings.

Objectives

Identify usability issues and design inconsistencies in the interface and content. Possible sources for errors include:

- Findability errors – Failure to locate desired information and functions. Selection errors due to ambiguous labeling

- Control Errors- Failure to enter proper field entries.

- Navigation errors- Failure to follow desired product flow from screen to screen

Research Questions

How easily do participants understand what is clickable?

What emotional experience is associated with interactions with Wodify?

What obstacles prevent users from completing tasks?

Is there an appropriate balance between ease of use and ease of learning?


Methods

Ethnography – Observe users in a natural environment (the gym).

Survey - Conduct a survey to be completed by participants.

Walk-through - Conduct a walk-through where participants are given instructions to complete a set of tasks.

Task List

-Find 2 desired classes and sign up for both

-Sign into one class and cancel the other

-Add a workout performance.

-Add a squat personal record.

-Look up the workout of the day for the following day

Environment Equipment & Logistics

Nearly all testing will be done at AOL however surveys can be done remotely, and walk-throughs can take place wherever is most convenient to the participants.


Data To Be Collected & Evaluation Measures

Independent variable:

List of tasks given to the participant.

Dependent variable:

Number of errors made completing the tasks

Length of time taken to complete tasks.

Time taken to complete test.

Testing Results Poster

Sign In Re-Design

I broke the content up into tiles to better organize information. The left tile is the class list, the right tile is the WOD (Workout of the day).

In the test, participants had a tendency to select the name of the class in order to sign up, so I included this in the re-design. Each class listing includes a drop-down menu that shows members who have signed up or signed in.

The profile contains general member information as well as personal best lifts.

Conclusion
I learned a lot through this process. I came to realize the importance of user feedback through usability testing and using it to inform design decisions.

Thank you for reading!
Next Project