Runn - Virtual Running
Mobile + Smart Watch App
Tina Tran, Alyssa Guo, Julia Choi, Haotian Wu
Runn is a mobile and smart watch app solution that creates virtual opportunities for enthusiasts to come together, connect, and motivate one another through running. The goal of this project is to design a running tracking app that not only monitors a runner’s performance but also creates virtual opportunities for runners to come together, connect, and motivate each other through shared challenges, events, and social features. This app aims to foster a community-driven experience, encouraging users to improve their fitness while building a sense of camaraderie and motivation with other runners, regardless of location.
Project Overview
I organized the project timeline with this 8 week project with Asana and also led the UX research portion of this solution. I led the research to understand user needs, behaviors, and pain points to ensure the mobile and watch app was designed with user’s real-world context. Additionally, I supported the design phase by creating low and high prototypes on mobile solutions.
My Contribution
While many running apps focus on tracking metrics such as distance, speed, and heart rate, runners often lack a consistent and engaging way to connect with others in a meaningful and motivating way. Whether due to geographic barriers or personal schedules, runners miss out on the benefits of group training, accountability, and shared goals. This project aims to bridge that gap by creating a virtual platform where runners can track their progress, share experiences, and inspire one another in an engaging, supportive environment.
Project Context
Design Problem: How do you design a system for a virtual shared experience for individual runners who are interested in running with others?
Design Solution
Our target users are running enthusiasts, social runners, new runners, and competitive runners who want to be able to have the opportunity to connect with other individuals. The final design incorporated an onboarding process to inform users of a brief introduction to Runn Mobile and Runn Watch. The onboarding process consists of a survey with three questions, asking about running preference, duration, and pace. The solution implements virtual running events based on the answers from the onboarding survey and the data collected from the past events that the user joined. Through Runn, users are able to interact, motivate, and focus on their running through voice capabilities, emojis, gestures, and different modes.
Design Process
Research
Research Questions
What are the pain points and goals of running together?
What do users like and dislike about running alone and running with others?
What relationships do users want to build with other runners?
How users would like to interact with other people to make the running experience more fun?
Research Methods
Three research methods were used to understand our target users of running enthusiasts. We were able to understand the considerations and challenges occurring in the current group running process to provide insights for design goals. With surveys, we were able to collect broad insights into users fitness habits, goals, and preferences. Using interviews, allowed us to dive deep into runners motivations, frustrations, and expectations runners have their current fitness tracking tools as well as uncover nuances in their behavior and experiences that the surveys might miss. Lastly, observations helped capture real-world behaviors and challenges runners face and allowed information with workflow that we might not be able to articulate through surveys and interviews.
Research Findings
Following the research techniques, we analyzed all the data using Figma and Miro to 4 key insights. In order to better understand our target users and set a foundation for future designs, we defined and created a primary and secondary persona.
Personas
Ideation
Based on research insights and new design questions, we moved on to ideate solutions. The following are three possible solutions. After balancing viability, desirability, and feasibility, we chose to go with the first concept for further designs.
Concept 1: Watch + Phone + Earpiece (Optional)
The watch helps user connect with each other and find running mates. Runners can communicate with others through the use of emojis or voice messages. The optional earpiece allows runners to hear voice messages. Runners can also switch between the watch displays for different applications to track their runs.
Concept 2: Glasses + Phone
The glasses include a projection visual that allows the user to visualize running information about distance, time, pace, heartbeat, and so forth. The glasses will also allow the user to connect with other runners visually by seeing their figure in front of them as well as emojis and messages sent.
Concept 3: Clip-on Device on shirt + Phone
This device allows users to see the same information as the glasses in terms of other runner figures, emojis, and messages. A difference with the clip-on device is that it implements a camera feature that records your surroundings and other runners can look at your surroundings if they change the display.
User Journey & Low -Fi Prototype
We also created three user flows that each illustrates how users would be using Runn before, during, and after virtual running. These flows helped us to plan out what features and functions are required when creating Runn application. One flow is displayed to provide information and context for participants before virtual running while operating the application on a mobile device.
After creating user flows, we created low - fi prototype that allowed us to focus on the layout and functionality rather than details. We were able to accurately visualize how users moved through the interfaces. Creating low - fidelity prototype allowed us to focus on the structure and essential functions of the interfaces. Additionally, we were able to get feedback on usability, navigation, and flow after presenting them to users.
Usability Testing
We conducted usability testing on the Runn watch and supported the mobile application with five participants aged 23~30. The focus of testing was on the understandability, discoverability, and operability of the watch and application. Each participant performed 10 tasks. The participants included those who ran multiple times during the week to a couple times in the month. After usability tests, we iterated our designs based on the feedback.
From the usability testing, we found 3 major areas of improvements regarding the home screen, breakrooms, and gesture feature.
We decided to adjust the order of home screens (running list, live track, and personal status).
The live track and personal status pages provide more detailed or visualized information. Running list page is an overview of all runners. So we decided to make the runner list page the middle page. Instead of doing one or two left swipes, users can do only one swipe (either to the left or to right) to access the second important information based on their preferences.
Home Screen
We decided to eliminate this feature after the conclusion that participants didn’t need breakrooms at all as conversations in running are usually low-stacked and casual from the feedback from participants regarding conversations and the feature.
Breakrooms
Gesture Feature
3/5 participants were not able to find the gesture watch feature which guided the change for design to create a separate entry point to get to gesture features.
Reflection
From this project, I realized 3 key takeaway regarding the entire design process:
Design is truly an iterative, collaborative process
Test early and test often as it helps diversify research findings
Being adaptable is important because of the dynamic and evolving nature of the design process