Methods

Expert Interviews, Trainee Surveys, Co-design Workshop (Mind Mapping, Crazy 8s, Rapid Prototyping)

02

Empathizing With Coaches And Trainees

Expert Interviews and Trainee Surveys

Knowing that many apps exist out there and that future steps should be user-centered, I conducted expert interviews with 13 professionals who coach (physiotherapists, personal trainers, sports physicians, nutritionists) AND a survey with 70 prior trainees.

Takeaways From Survey and Interviews

  • Keep things simple

  • Dropout timeframe is 2-3 weeks

  • Coaches often act as a bridge for social contact

  • Positive and uplifting attitude is critical

  • Tailoring and other persuasive strategies are used by coaches

  • Trainees want to feel supported, heard, and accountable

Physiotherapists

"I use technology to train my clients, but tailoring workout plans to them can be limiting, which I believe affects rates of adherence and recovery"

Sport Physicians

"Coaching for athletes is easy because they just need fine adjustments, while beginners need the social support of a coach"

Personal Trainers

"Most participants drop out around the 2-3 mark. But what's interesting is that personal trainers also act as mental health consultants more often than not"

Trainees

"A coach is someone there to support me, but it really has to be a good fit otherwise it just makes me hate the activity"

Co-Design Workshop

Research has shown that digital interventions driven through theory are much more effective than through intuition. For this reason, I held a co-design workshop situated in the Health Belief Model to understand different perceptions of physical activity or inactivity.

Workshop Takeaways

  • Reduce barriers to physical activity

  • Ability to exercise from anywhere while still having the 'connection' to a coach - ie., a mobile web app

  • Creation of positive feedback loops for cues-to-action and self-efficacy

  • Tailored to beginner exercisers

  • Goals and progress should be visualized and achievable

  • Metaphor usage (given the proper cultural context)

  • Synthesized voice as a modality for future projections

Mind Mapping

For exploring different perceptions about barriers, benefits, severities, susceptibilities, demographics, cues to actions and self-efficacy to being physically active

Crazy 8s

8 minutes to quickly sketch out 8 ideas or 'solutions' to the problem at hand

Rapid Prototyping

Participants were split into 2 groups to create a digital prototype or physical prototype to address the problem. What was interesting was not the prototype itself, but rather their rationale for creating this prototype.

Methods

Summary of Qualitative Methods, Voice Synthesis Requirements, Persuasive Strategies

03

Formulation of Design Requirements

From the generative and exploratory research that was completed above, a set of design strategies were curated prior to the design of low and high fidelity prototypes. This ensured that the system effectively employed persuasive strategies, the AI-generated voice was humanistic, the exercises were beginner-friendly, and the system was usable and had a positive user experience.

1

Persuasive

Strategies

  • Tailoring

  • Tunneling

  • Positive Praise

2

Beginner

Exercises

  • Bodyweight

  • Min. 2x a week for 1 hour each session

  • Learnable

  • Stretches and strengthening movements

3

Interface &

Architecture

  • System tested for usability prior to 5-week field deployment

  • Audio tested for understandability, legibility, intelligibility, and likeability

  • Condition selection, onboarding, goal-setting dashboard, exercise library, main workout page, FAQs

4

Self

Reporting

  • UX, cognitive load, and intrinsic motivation questionnaires

  • Diary studies for understanding the 'why' beyond the 'what'

Methods

Visual Design, Usability Testing, Questionnaires (UXUX-lite, NASA-TLX, SUPR-Q, SRQ-E), Diary Studies

04

Prototyping, UI Curation & 5 Week Deployment for A/B Testing

An initial usability test was done to test the usability of the system and the synthesized voice. The screens were designed to educate participants while using the synthesized audio to keep them engaged and motivate them throughout the exercise journey.

As part of a Masters thesis, this also involved an experiment and therefore a questionnaire and diary study was included. While I created the UI from design to development, I also ensured the UX research was being done along the entire journey.

Methods

Thematic Analysis of Diary Entries, Statistical Analysis of Quantitative Metrics, Evaluation of KPIs

05

Results of Synthesized Voice Digital Coaching - Quantified

Rates of Exercise Adherence Over 5 Weeks

The adherence rate can be seen to be higher for the audio group compared to the visual group. What's more interesting is that this adherence rate pattern aligns with that seen for regular physiotherapy or personal training practice. This means that a digital audio coach was shown to be just as effective in getting people to stay to their exercise activity as an in-person coach.

AI-Voiced Training Results In Higher Adherence Rates, Okay Cool… But Why Is That? Here Are Some Individual Perceptions.

“The lack of communication through visual coaching caused me to lose motivation in the digital coach in this condition"

Visual Coaching Condition Participant

"Same as last week - I don’t think there’s enough ’coaching’. There are infinite workout routine videos on the internet, with more depth/detail."

Visual Coaching Condition Participant

"I really liked that it felt like I was exercising alongside someone the entire time. I know the voice was AI, but it was nice. I didn't feel so alone.

Audio Coaching Condition Participant

Other KPIs

Synthesized Speech As A Coach

Higher Usability of Synthesized Speech

Significantly Higher Trust

Exercise Perceived As Way Less Difficult

Behaviour Change KPIs

Participants noted they did not realize how out of shape they were

5 people made changes to their diets

1 person went for a routine medical checkup

06

Reflections & Business Applications

Modern voice user interfaces (VUIs) can be used to ease interactions with users or customers in a more social manner. Consider a conversational agent on your e-commerce site. Imagine how much more likely a customer is able to complete their goal, thereby increasing rates of trust and conversions with the added benefit of increased accessibility for visually impaired customers.

Business Applications

  • Most people enjoyed the exercise experience with the synthesized voice agent

  • Voices provide a sense of social support even without a trainer on site

  • The participants found the visuals very appealing and UI very engaging for the exercise context

  • Speech coaching showed a higher rate of adherence

What Went Well

  • Testing different voices across cultures

  • Exploring the application with individuals with ADHD

  • Tailoring alongside a physio or personal trainer within a full training setting

  • Weekly randomizations of the tunneling strategy

  • Multimodal application of synthesized voice and visuals for coaching (is a limitation since this was done for science and not a commercial approach)

What Could Be Done In The Future

Articoach

Articoach

Articoach

An end-to-end mobile exercise app for facilitating heart-healthy exercise as part of my Master's thesis. Using voice synthesis, this app was found to increase adherence to exercise by 26.7% through rigorous A/B testing, diary studies, and questionnaires.

Healthcare

Healthcare

UX / UI

UX / UI

Redesign

Conversational AI

UX Research

UX Research

Role

UX / UI Designer
UX Researcher
Frontend Developer

Team

Corey Tran

Tools

Figma
HTML
CSS
JavaScript
jQuery
Speech Synthesis

Research Methods

Interviews
Surveys
Competitor Analysis
Co-design Workshop
Usability Testing
UX Questionnaires
Diary Studies

Duration

May 2023 - Feb 2024 (9 mo.)

?!

Problem Space Within Cardiovascular Disease

We live in an age where health and exercise knowledge is accessible from the palm of one's hands. Yet, physical inactivity is one of the biggest causes of death in modern times. In 2019 alone, more than 32% of deaths were from cardiovascular disease according to the WHO - which begs the question:

Ludwig Boltzman Institute of Technology

Ludwig Boltzman Institute of Technology

"How can we get physically inactive individuals to perform heart-healthy physical activity to prevent the onset of cardiovascular diseases?"

00

Project Outcomes and Key Learnings In A Nutshell

Outcomes

  • Mobile web app that utilizes AI-synthesized audio as a form of coaching

  • End-to-end design and front-end development (from ideation, research, to interface and interaction design and testing)

  • AI voices were effective to facilitating exercise adherence and behaviour change

Points of Improvement

  • As the sole developer, I lacked knowledge in backend development and therefore did not design a login page (which would've made the personalization experience better)

  • Utilizing different AI voices as a design decision would present interesting opportunities to explore coaching voice effectiveness

:)

Data-Driven KPIs Achieved Through A/B Testing

Technical Metrics

26.7% Higher Adherence Rate

26.7% Higher Adherence Rate

Higher Usability of Synthesized Speech

Higher Usability of Synthesized Speech

Significantly Higher Trust

Significantly Higher Trust

Exercise Perceived As Way Less Difficult

Exercise Perceived As Way Less Difficult

Behaviour Change Metrics

Awareness of physical inactivity

Awareness of physical inactivity

5 people made changes to their diets

5 people made changes to their diets

1 person went for a routine medical checkup

1 person went for a routine medical checkup

Team

Corey Tran
Richard Parayno
Mats Reckszügel

Role

UX / UI Designer
UX Researcher
Frontend Developer

Tools

Figma
HTML
CSS
JavaScript
jQuery
Speech Synthesis

Duration

May 2023 - Feb 2024 (9 mo.)

Research Methods

Interviews
Surveys
Competitor Analysis
Co-design Workshop
Usability Testing
UX Questionnaires
Diary Studies

01

Market Research

Methods

Competitor Analysis

One glance in the app store and one will notice that there are many apps that provide exercise coaching, but most people don't stick to them. Why is that? As a first step to understanding this phenomenon, I looked at some current exercise and medication apps on the market to explore their core features and weaknesses. Meditation apps were explored due to their use of voice for coaching.

Takeaways From Market Research

1

Audio (real or synthesized) only as a form of feedback or short interactions such as telling you to "go" or "start"

2

Most apps relied on visuals for exercise interaction facilitation

3

Meditation apps employ social strategies in verbal coaching and cues (an opportunity for exercise coaching)

02

Empathizing With Coaches and Trainees

Methods

Expert Interviews, Trainee Surveys, Co-design Workshop (Mind Mapping, Crazy 8s, Rapid Prototyping)

Expert Interviews and Trainee Surveys

Knowing that many apps exist out there and that future steps should be user-centered, I conducted expert interviews with 13 professionals who coach (physiotherapists, personal trainers, sports physicians, nutritionists) AND a survey with 70 prior trainees.

Takeaways From Survey and Interviews

Takeaways From Survey and Interviews

  • Keep things simple

  • Dropout timeframe is 2-3 weeks

  • Coaches often act as a bridge for social contact

  • Positive and uplifting attitude is critical

  • Tailoring and other persuasive strategies are used by coaches

  • Trainees want to feel supported, heard, and accountable

  • Controls are important, but not always obvious

  • Specific use-case scenarios

  • Importance of sterility is context-dependent

  • Training require for device use

  • Smaller form factor beneficial

  • Mobile-first

  • Physician not necessarily the primary controller of device

  • Spatial arrangement of operating room is important

  • Speed of image production and retrieval is very critical

Physiotherapists

"I use technology to train my clients, but tailoring workout plans to them can be limiting, which I believe affects rates of adherence and recovery"

Sport Physicians

"Coaching for athletes is easy because they just need fine adjustments, while beginners need the social support of a coach"

Personal Trainers

"Most participants drop out around the 2-3 mark. But what's interesting is that personal trainers also act as mental health consultants more often than not"

Trainees

"A coach is someone there to support me, but it really has to be a good fit otherwise it just makes me hate the activity"

Co-Design Workshop

Research has shown that digital interventions driven through theory are much more effective than through intuition. For this reason, I held a co-design workshop situated in the Health Belief Model to understand different perceptions of physical activity or inactivity.

Workshop Takeaways

  • Reduce barriers to physical activity

  • Ability to exercise from anywhere while still having the 'connection' to a coach - ie., a mobile web app

  • Creation of positive feedback loops for cues-to-action and self-efficacy

  • Tailored to beginner exercisers

  • Goals and progress should be visualized and achievable

  • Metaphor usage (given the proper cultural context)

  • Synthesized voice as a modality for future projections

Mind Mapping

For exploring different perceptions about barriers, benefits, severities, susceptibilities, demographics, cues to actions and self-efficacy to being physically active

Crazy 8s

8 minutes to quickly sketch out 8 ideas or 'solutions' to the problem at hand

Rapid Prototyping

Participants were split into 2 groups to create a digital prototype or physical prototype to address the problem. What was interesting was not the prototype itself, but rather their rationale for creating this prototype.

03

Design Requirements, Deployment Strategy, Persuasive Strategies

Methods

Summary of Qualitative Methods, Voice Synthesis Requirements, Persuasive Strategies

From the generative and exploratory research that was completed above, a set of design strategies were curated prior to the design of low and high fidelity prototypes. This ensured that the system effectively employed persuasive strategies, the AI-generated voice was humanistic, the exercises were beginner-friendly, and the system was usable and had a positive user experience.

From the generative and exploratory research that was completed above, a set of design strategies were curated prior to the design of low and high fidelity prototypes. This ensured that the system effectively employed persuasive strategies, the AI-generated voice was humanistic, the exercises were beginner-friendly, and the system was usable and had a positive user experience.

1

Persuasive

Strategies

Persuasive

Strategies

  • Tailoring (curated for beginners)

  • Tunneling (exercises follow a set path)

  • Positive Praise (use of synthesize voice to praise participant after each exercise)

2

Beginner

Exercises

Exercise for

Beginners

  • Bodyweight

  • Min. 2x a week for 1 hour each session

  • Learnable

  • Stretches and strengthening movements

3

Interface &

Architecture

  • System tested for usability prior to 5-week field deployment

  • Audio tested for understandability, legibility, intelligibility, and likeability

  • Condition selection, onboarding, goal-setting dashboard, exercise library, main workout page, FAQs

4

Self

Reporting

  • UX, cognitive load, and intrinsic motivation questionnaires

  • Diary studies for understanding the 'why' beyond the 'what'

4

Self Reporting

  • UX, cognitive load, and intrinsic motivation questionnaires

  • Diary studies for understanding the 'why' beyond the 'what'

3

Interface and Architecture

  • System tested for usability prior to 5-week field deployment

  • Audio tested for understandability, legibility, intelligibility, and likeability

  • Condition selection, onboarding, goal-setting dashboard, exercise library, main workout page, FAQs

From the design research that was completed above, a set of design strategies were curated prior to the design of low and high fidelity prototypes. This ensured that the system effectively employed persuasive strategies, the AI-generated voice was humanistic, the exercises were beginner-friendly, and the system was usable and had a positive user experience.

1

Persuasive

Strategies

  • Tailoring (curated for beginners)

  • Tunneling (exercises follow a set path)

  • Positive Praise (use of synthesize voice to praise participant after each exercise)

2

Beginner

Exercises

  • Bodyweight

  • Min. 2x a week for 1 hour each session

  • Learnable

  • Stretches and strengthening movements

3

Interface &

Architecture

  • System tested for usability prior to 5-week field deployment

  • Audio tested for understandability, legibility, intelligibility, and likeability

  • Condition selection, onboarding, goal-setting dashboard, exercise library, main workout page, FAQs

4

Self

Reporting

  • UX, cognitive load, and intrinsic motivation questionnaires

  • Diary studies for understanding the 'why' beyond the 'what'

04

Prototyping, UI Curation & 5 Week Deployment for A/B Testing

Methods

Methods

Low-High Fidelity Prototype Iterations, Visual Design, Usability Testing, Questionnaires (UXUX-lite, NASA-TLX, SUPR-Q, SRQ-E), Diary Studies

As part of a Masters thesis, this also involved an experiment and therefore a questionnaire and diary study was included. While I created the UI from design to development, I also ensured the UX research was being done along the entire journey.

An initial usability test was done to test the usability of the system and the synthesized voice. The screens were designed to educate participants while using the synthesized audio to keep them engaged and motivate them throughout the exercise journey.

05

Results of Synthesized Voice Digital Coaching - Quantified

Methods

Thematic Analysis of Diary Entries, Statistical Analysis of Quantitative Metrics, Evaluation of KPIs

Rates of Exercise Adherence Over 5 Weeks

The adherence rate can be seen to be higher for the audio group compared to the visual group. What's more interesting is that this adherence rate pattern aligns with that seen for regular physiotherapy or personal training practice. This means that a digital audio coach was shown to be just as effective in getting people to stay to their exercise activity as an in-person coach.

AI-Voiced Training Results In Higher Adherence Rates, Okay Cool… But Why Is That? Here Are Some Individual Perceptions.

“The lack of communication through visual coaching caused me to lose motivation in the digital coach in this condition"

Visual Coaching Condition Participant

"Same as last week - I don’t think there’s enough ’coaching’. There are infinite workout routine videos on the internet, with more depth/detail."

Visual Coaching Condition Participant

"I really liked that it felt like I was exercising alongside someone the entire time. I know the voice was AI, but it was nice. I didn't feel so alone.

Audio Coaching Condition Participant

Other KPIs

Synthesized Speech As A Coach

Synthesized Speech As A Coach

Higher Usability of Synthesized Speech

Significantly Higher Trust

Exercise Perceived As Way Less Difficult

Behaviour Change KPIs

Behaviour Change KPIs

Participants noted they did not realize how out of shape they were

5 people made changes to their diets

1 person went for a routine medical checkup

01

Market Research

Methods

Competitor Analysis

One glance in the app store and one will notice that there are many apps that provide exercise coaching, but most people don't stick to them. Why is that? As a first step to understanding this phenomenon, I looked at some current exercise and medication apps on the market to explore their core features and weaknesses. Meditation apps were explored due to their use of voice for coaching.

Takeaways From Market Research

Audio (real or synthesized) only as a form of feedback or short interactions such as telling you to "go" or "start"

1

Most apps relied on visuals for exercise interaction facilitation

2

Meditation apps employ social strategies in verbal coaching and cues (an opportunity for exercise coaching)

3

06

Reflections and Business Applications

What Went Well

  • Most people enjoyed the exercise experience with the synthesized voice agent

  • Voices provide a sense of social support even without a trainer on site

  • The participants found the visuals very appealing and UI very engaging

  • Speech coaching caused a higher rate of adherence

What Would Be More Ideal

  • Testing different voices across cultures

  • Exploring the application with individuals with ADHD

  • Tailoring alongside a physio or personal trainer within a full training setting

Business Applications

Modern voice user interfaces (VUIs) can be used to ease interactions with users or customers in a more social manner. Consider that a conversational agent on your e-commerce site. Imagine how much more likely a customer is able to complete their goal, thereby increasing rates of trust and conversions with the added benefit of increased accessibility for visually impaired customers.


Articoach

An end-to-end mobile exercise app for facilitating heart-healthy exercise as part of my Master's thesis. Using voice synthesis, this app was found to increase adherence to exercise by 26.7% through rigorous A/B testing, diary studies, and questionnaires.

Healthcare

UX / UI

Redesign

UX Research

Role

UX / UI Designer
UX Researcher
Frontend Developer

Team

Corey Tran

Tools

Figma
HTML
CSS
JavaScript
jQuery
Speech Synthesis

Research Methods

Interviews
Surveys
Competitor Analysis
Co-design Workshop
Usability Testing
UX Questionnaires
Diary Studies

Duration

May 2023 - Feb 2024 (9 mo.)

?!

Problem Space Within Cardiovascular Disease

Ludwig Boltzman Institute of Technology

"How can we get physically inactive individuals to perform heart-healthy physical activity to prevent the onset of cardiovascular diseases?"

We live in an age where health and exercise knowledge is accessible from the palm of one's hands. Yet, physical inactivity is one of the biggest causes of death in modern times. In 2019 alone, more than 32% of deaths were from cardiovascular disease according to the WHO - which begs the question:

00

Project Outcomes and Key Learnings

Outcomes

  • mobile web app that utilizes AI-synthesized audio as a form of coaching

  • end-to-end design and front-end development (from ideation, research, to interface and interaction design and testing)

  • AI voices were effective to facilitating exercise adherence and behaviour change

Points of Improvement

  • As the sole developer, I lacked knowledge in backend development and therefore did not design a login page (which would've made the personalization experience better)

  • Utilizing different AI voices as a design decision would present interesting opportunities to explore coaching voice effectiveness

:)

Core KPIs Achieved Through A/B Testing

Technical Metrics

26.7% Higher Adherence Rate

Higher Usability of Synthesized Speech

Significantly Higher Trust

Exercise Perceived As Way Less Difficult

Behaviour Change Metrics

Awareness of physical inactivity

5 people made changes to their diets

1 person went for a routine medical checkup

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© Corey Tran 2024
Built with passion, fueled by coffee ☕
© Corey Tran 2024
Built with passion, fueled by coffee ☕
© Corey Tran 2024
Built with passion, fueled by coffee ☕
© Corey Tran 2024
Built with passion, fueled by coffee ☕