Role: Lead + Designer & Prototyper
Duration: 1 Month
Peloton Interactive, Inc. is an American exercise equipment and media company based in New York City. Peloton's main products are Internet-connected stationary bicycles and treadmills that enable monthly subscribers to remotely participate in classes via streaming media.
Our challenge for this project is to create a product within the company of our choice. We decided to pick Peloton due to its rising reputation in the early stage of pandemic; considering that people who usually works out outdoors/at the gym, have to change their habits indoors and Peloton was able to provide the absence of being a part of a community into its product. Since Peloton is still very young for a company, we believe that they have a huge amount of potential and growth.
Our team consists of six people and we divide our work into roles including researcher, designer and prototyper. As a leader of this team, I led our work flow from start to finish and divided our process into 4 phases:
We researched what users are currently facing when they're using Peloton bikes and what they hope Peloton can provide in the future. We also conducted research to make sure that we know what kinds of products we can bring into the table.
In this project, we took a goal-directed design approach that proved to be quite effective in our design efforts. We found qualitative research methods to be the most useful, consisting of a kickoff meeting, literature review, competitive analysis, and most important our persona hypothesis construction. We started out by asking ourselves some initial key questions.
"Why does community and social connectivity matter to Peloton?"
"Who are Peloton's competitor?"
"What do our primary users need most?"
"How can we motivate users to use Peloton?"
"What challenges could we face moving forward?"
Peloton was founded in 2012, aiming to create an exercise equipment and media company in America. Their main products are stationary bicycles and treadmills and their main services are on-demand fitness classes and subscription. As of Q2 2021, they are valued at 48 billion USD with 4.4 million market capitalization.
Peloton has the largest interactive fitness platform in the world with a loyal community. They provide an application that allows its users to enjoy interactive fitness through workout videos equipped with virtual fitness instructors, personalized trainings, and music selections at the comfort of their own homes.
Based on our research, we created a thorough competitor analysis for Peloton.
We defined Peloton's current market along their backgrounds and habits:
Based on the traits above, we created two user personas.
Peloton's CEO noted how important it is to have a community and social connectivity included with the Peloton experience, and he wants to provide users with more ways to establish and maintain those connections. We also addressed other reasons why it is important for sports equipment industry to be able to provide a sense of community and have social connectivity:
Peloton by itself has added a social integration feature where users can add friends via facebook and their Peloton account. However, being friends on Peloton don’t mean much to users because there are no collaborative features available. Users desire a competitive environment in which they share and accomplish goals with friends.
After careful consideration and lots of brainstorming together, we concluded some features that we would like to add to Peloton:
In this project, we defined Peloton's current user flow and revised the flow based on our proposed products. Below is Peloton's current flow when users interact with the bike.
We constructed a user flow of what a basic start to finish journey looks. This helps us in understanding ways users can interact with the product, as well as allowing us to see navigation through user goals. We have added some features including groups and channels.
We started off our design process with sketching. Through this stage, we know better what our app would look like based on the user flow.
We also added some interface inspirations from existing products who are offering similar to what we proposed. (ZSwift for the exploring option and Clubhouse for the channels and chats with friends)
We turned our sketches into low fidelity wireframes. We reviewed what was necessary and what areas needed improvement. We poured a lot of our time into this step to make sure we had the finishing touches on the underlying UX before moving onto the visuals.
Workout Groups
Workout groups and channels added to incorporate social networking into workouts and to encourage and motivate the users to exercise regularly
Workout Schedule
Workout schedule shows individual workout plans as well as regular group exercises. This reminds users that exercising is an ongoing journey and a part of their daily routines.
We prototyped the app, and user tested it to make sure that the app is easy to use for the users. We also fixes the app based on the feedback we received from our respondents.
Since this project is mainly for educational purposes, we hope to inspire other researchers, designers, and fellow readers with our case study. Also, we hope to continue solidify our technical skills by doing more case studies, design sprints and prototypes.