September 2019 - December 2019
Product Design, Service Design, User Experience, Visual Design, Prototyping, User Research, User Journey Mapping, Storyboarding
In just 4 short months, our team of 6 multidisciplinary designers developed the concept of Juvo for the Master PSSD course at Politecnico di Milano. We presented our project at BASE Milano. I was responsible for building Juvo's service, system, and digital application.
Imagine yourself as a 13-year-old middle school student who manages to play sport, get good grades, and spend time with friends. As you grow older and reach age 18, you struggle to balance it all: sports, education, and your social life. You need to let go of one. Which one will it be?
Our challenge was to focus on improving the health and wellness of teenagers between the ages of 15-19 living in urban areas. Based on our preliminary research, we summarized our key findings to identify three main problems teenagers face. Learn more about the research here.
How may we promote active lifestyles among teens, especially females, who live sedentary lifestyles?
Juvo is a product and service that motivates teenagers to stay active by connecting physical activity with the world of music. It combines all the elements of fun, flexibility, and personalization. It is a unique way to do physical activity and allows the user to “step” into the world of independent music before, during, and after the exercise.
Juvo service provides customized workouts based on their SoundCloud playlist or their music taste.
Juvo devices connect the rhythm of the song to the rhythm of the user's steps during the training. While training, the user builds "physical activity" points which they can use to access events and concerts supporting local artists on SoundCloud.
01. Difficulty balancing education, social life, and physical activity in high school.
02. Increase of sedentary lifestyle because of high drop out in high school level sports.
03. Female teens are more likely to drop out of sports compared to males.
After conducting the user research, our team did multiple rounds of brainstorming sessions to generate a concept. We repeatedly asked the question, "What motivates teenagers to keep doing physical activity?" Analysis of our primary and secondary research showed that teenagers are motivated to do physical activity if the activities are self-gratifying, improves their social life, and relieve academic stress. We concluded that to keep teenagers active, we should focus on developing a product that is flexible, accessible, and builds strong social connections. To kick-start our concept, our team chose "dancefloor" as a metaphor to express the motivations of a free and self-expressive environment where teenagers can dance, connect with people, and feel confident. We associate the dancefloor with music. At the age where adolescents are building their own identity, music is an important way of self-expression and creates a strong sense of community.
For our final semester presentation, we presented the concept of Juvo at Base Milano. Here are some key takeaways from our peers and professors.
Working with a team of 6 multidisciplinary designers, I was responsible for building Juvo's system and service, mapping out the user's journey, and designing the digital application. I learned a lot from my teammates, as each individual has their unique skills and strengths.
01. Positive feedback on Juvo's storytelling, vision, and the impact on users who live sedentary lifestyles and local SoundCloud artists.
02. Creating a unique way of doing physical activity through gamification and incentivization.
03. Potentially too similar to other physical activity tracking services such as FitBit or Apple watch. Need to conduct competitor analysis.
04. Emphasize and strengthen core values of self-expression and community; not strictly focusing on monitoring health.
Since this project is only at its preliminary stage, it was heavily focused on design thinking, user research, concept generation, and development. The prototypes created are in the first iterative stages and we still need to conduct usability tests. One of the challenges we faced when creating the Juvo devices was to engineer the Juvo tracking devices to monitor and quantify physical activity steps. Once we solved this, we did not have enough time to conduct more than one usability test.
01. Test and improve the long-term viability of our product and service.
02. Usability test for both prototypes of mobile app and physical product.
03. Define business and success metrics: feasibility, adoption, investment, desirability, and sustainability
How does Juvo work?
MP3 player clip
Allows the user to listen to music offline while training.
Two trackers monitor physical activity. They are attached to the shoes through rubber support and sync to each step of the user while training, to monitor and calculate the user’s physical activity.
The app helps monitor, track, and convert movement into physical activity points Users can use the physical activity points to access music events. In the app, the user can choose among three different types of training to do: walking, running, or dance cardio. These workouts are based on monitoring the steps to measure physical activity. When the user chooses a training, the app creates a customized playlist from the user’s music on their SoundCloud. The beats from the songs on the customized playlist will sync to the rhythm of the training. To gain physical activity points, users must follow the rhythm of the steps to the rhythm of the songs while training. The app also provides a list of local artist's events (with MailTicket) for the user to attend. The user can use their “Physical activity points” to redeem discounts to concerts of their favorite local artists.
Personalized music-based trainings
Support for independent artists
Access ticket for events
Prototyping the Juvo app
The Juvo application was my first wireframing and UI prototyping experience. I used Adobe Illustrator to create the wireframes (it was the easiest and quickest tool for me to use at the time) and Adobe XD to create the prototype. I learned a lot through discussions with my teammates and reviewing open resources. Goals for the future would be to learn and improve my visual and interaction design. I would need to study the Human Interface Guidelines for iOS and Android, to ideate better visual design components. Since Juvo has many features: tracking movement, listening to music, socializing with friends, organizing meetings, and accessing concert tickets, it was difficult to organize the information and not steer away from our goals. Therefore, I created a user flow to help organize the different avenues that can be taken in the app. For the future, I would better organize my information before jumping into the wireframes.
The colors red (#E62A48) because Juvo represents energy and associates with strength, action, and determination. The color is paired with white and black to neutralize the red to maintain a minimalistic style. The font chosen was Futura Medium. Futura is one of the most "popular and trendy" typefaces, appealing to our users of age 15-19.
The bottom navbar was originally colored red which was harsh on the eyes; Texts were colored red and harsh on the eyes; Call to action buttons were narrow and the text was small. Because of the short timeframe, the prototype did not follow the iOS guidelines. Instead, we referenced existing social media, music, and events applications, such as Spotify and Instagram.
The second iteration was done after the presentation of the project. I had more time to review the iOS guidelines and iterate the UI design. The visual hierarchy was fixed on the "Artist" page. The color of the bottom navbar was changed to white so that the text is legible. I minimized the use of the red colors and strictly used red color for call-to-action buttons.