From 2013 to 2015, I was the sole User Experience Designer at Johnson Health Tech (a multinational company engaged in manufacturing and selling exercise equipment). I led user-centered design efforts with cross-functional engineering, sales, and marketing teams. I also coordinated with the innovation areas to bring a diversity of thought and expertise. We produced world-class creative solutions from concept to launch for marketing sites, consoles, and other digital experiences
We were looking to explore the usability of speed and incline adjustment for consumers interacting with our 2015 Vision products. We knew a complete research study wasn't in scope due to a constrained budget and timeline, so we decided paper prototyping was the best way to validate our hypotheses.
We knew paper prototyping was the direction, but we didn't know how to see where people were pressing while running on a treadmill. We used divergent to explore possible solutions. Double-sided tape on the finger? Ink? Water? Toothpaste?
Finally, we landed on a solution! Wasn't it fun as a kid to use finger paints? It's easy to clean up, easy to apply, and comes in a range of amazingly bright colors! It was time to cut down some cardboard, tape our layouts over existing consoles, and recruitment of some unique fitness enthusiasts to help us out.
First, we created a script and ranking system for our study. Our script was a simple way for our volunteer researchers (study buddy) to follow so we could a measurable test with our participants.
Next, we were ready for our study. We gathered our participants next to a treadmill and paired them with a study buddy. We then instructed each research participant to maintain a comfortable running speed on the treadmill and wait for their buddy's cues. For safety, each buddy locked the screen behind the paper prototype to ensure safety. They then presented each paper prototype layout to the console and asked the user to touch a predetermined value on the console. The participants would then use their fingers to "paint" their interaction.
We documented the observations from each participant and included their remarks. We then overlay each layout type to create a visual to react to and converse upon.
The layout was a new concept. It incorporates approaches outlined in Fitt's Law (learn more here). The closer and more extensive a target is, the faster it is to click on the target. This was the most significant diversion from what we are currently doing with speed and incline control on our consoles, and I think it forced people out of their comfort zone and into a place to give excellent feedback.
Some of the things we observed/heard:The second layout was a keypad option similar to what is currently used on Matrix products.
Some of the things we observed/heard:The third layout was another keypad option but had larger buttons and was placed in the middle of the screen.
Some of the things we observed/heard:Overall, the study was a huge success. Participants were smiling and having a good time while helping us explore new ideas. This was only the tip of the iceberg as far as user research was concerned.
The findings told us we were heading in the right direction. The lessons we learned helped us determine a design direction that would likely incorporate the well-liked aspects of each approach. They also informed future projects as shown in the examples below: