Project timeline

September – November 2025

Project goal

To be able to run successful design processes by understanding and applying interaction design process models, methods, and tools.

Creators

Oona Karppinen
Zheng Yue
Fatemeh Abdollahnazhad
Filip Maras
Gianluca Beltran

Brief

In recent decades, going to the gym has become an increasingly popular way to exercise. Unlike other forms of physical activity, gym workouts are often seen as a highly independent pursuit.  For many, the gym is a place to focus solely on personal progress, yet it’s also a shared space, filled with others who have similar ambitions—whether or not we acknowledge their presence. With this in mind, our design project aims to foster a sense of community and belonging in the gym through the use of technology. We hope that our solution will help gym members feel more connected to one another, while still allowing them to engage with the proposed solution on their own terms.

Double Diamond

The Double Diamond model provided a structured yet flexible approach to problem-solving, ensuring that our team deeply understood the problem before jumping to solutions. By separating divergent (exploring possibilities) and convergent (narrowing focus) thinking, the model helped to avoid premature assumptions and encourages creativity while staying user-centered. The model emphasized thorough research, collaboration, and iteration, leading to well-defined problems and more effective, user-friendly solutions. The clarity of the Double Diamond model made it ensured that decisions are based on insights rather than assumptions. 🚀

1. Discover – Understanding the Problem

  • Conducted 6 semi-structured interviews with gym-goers.
  • Performed thematic analysis to identify key themes.
  • Reviewed existing research through a literature review to understand social interactions in gym environments.

2. Define – Framing the Challenge

  • Developed personas & scenarios based on user insights.
  • Formulated a Point of View (POV) statement to define the core problem.
  • Created How Might We (HMW) questions to guide ideation.

3. Develop – Exploring Solutions

  • Used brainstorming, Worst Possible Idea, and Yes And… methods for ideation.
  • Defined key features and voted on the best concept: Goal Wall (a community-driven gym experience).
  • Developed low-fidelity paper sketches and transitioned to Figma prototypes.

4. Deliver – Refining & Implementing

  • Conducted user testing (5 participants, Think-Aloud method).
  • Gathered feedback via Microsoft Reaction Cards and refined the design.
  • Built the interactive prototype using TSX and React Native.
  • Implemented features like goal sharing, reactions, and progress tracking for community engagement.

Final Design

The final design is a Goal Wall, an interactive system that fosters a sense of community in the gym while respecting individual autonomy. The solution consists of a digital display in the gym where users can publicly share their fitness goals, react to others’ goals, and track progress. A companion mobile app allows users to interact with the Goal Wall, update their own goals, and engage with the gym community in a seamless, non-intrusive way. The design was refined through user testing, incorporating feedback to enhance usability, improve real-time updates, and introduce features like unique avatars and goal reactions. Built using TSX and React Native, the Goal Wall encourages spontaneous yet low-pressure social interactions, creating a more connected gym environment without disrupting personal workout routines.