End-to-End UX Evaluation of the Wodify Crossfit App
Context
Crossfit is an intensive full-body workout that combines elements of cardio, weight-lifting, gymnastics and core training. Crossfitters attend classes and complete a "workout of the day" that has been programed by a coach.
Wodify is one of many mobile apps used by CrossFit gyms around the world to help athletes stay organized with their CrossFit workouts and their progress. Not only is important to make sure this app provides a good user experience for seasoned Crossfitters, but also for athletes that are just beginning their Crossfit journey, so that users encouraged to stick with the sport.
The objective of this project was to evaluate the usability and provide design recommendations for the app that increases athletes' satisfaction and Crossfit retention.
Tools: Paper Prototypes
Methods Used: Observation, Interview, Quantitative Analysis, Usability Testing, Think Aloud, Participatory Design
Timeframe: Spring Semester
Process
Performance Data
I conducted case study on a Crossfit gym in order to gather data on how many athletes in a specific gym log in their workout scores and how many athletes do not log in their workout scores.
Members of this specific gym are required to sign into Wodify in order to check into class. Although gym members are required to check into class, they are not required to log their scores onto Wodify. Since this information is public, I was able to see (1) who came to class and logged their scores and (2) who came to class and decided not to log their scores.
Over the course of a week in April 2019, there were:
Number of Sign-Ins: 361
Number of Scores Logged: 277
Therefore, approximately 25% of users were not logging their scores for class. This data shows that a large number of users are not recording their scores on Wodify. I sought to conduct more UX research to understand why this was the case.
Site Visit & Retrospective Recall
For a better understanding of how users interact with the app in their natural environment, I preformed a site visit to a different gym and interviews 2 users. I chose to interview them retrospectively after a workout to see how they interact with the app, without my interference.
In order to conduct the retrospective recall, I shadowed the users during a workout, and then looked to see if they logged the scores onto the Wodify app after the workout. One of the users logged their score while the other did not. I then asked them follow up questions, depending on whether or not they logged their scores onto the app.
User 1
User 1 DID NOT log her workout score following the class:
User 1 had only been doing Crossfit for a handful of months, and she didn't like that everyone was able to see her scores
Since her scores were always "bad" compared to the rest of the class, it made her feel embarrassed about her fitness level
User 2
User 2 DID log his workout score following the class:
User 2 enjoys the social aspect of the app and sharing his score with the rest of the gym
User 2 loves that his peers are able to see his improvements, and he likewise like to see his friend's improvements
“I get kind of intimidated by it. It makes me feel like I’m working to beat the people around me instead of making myself better.”
— User 1
“I enjoy the social aspect of the app. It motivates people to do better because you always want to be better than the person next to you.”
— User 2
User Persona & Journey Map
As a result of the site visit & retrospective recall, I gained adequate user data to create a user persona for "Eric," a beginner Crossfit athlete. I also created a journey map for his first positive experience attending a workout, followed by his negative experience of logging his score on the Wodify app. The user persona and journey map was helpful in visualizing the user experience for my audience.
User Testing
I conducted user testing on 5 athletes who utilize Wodify in their gyms. I recruited users who indicated to me that they do not consistently log their scores on Wodify (less than 50% of the time).
In Phase 1 of testing, I conducted a usability test, in order to allow me to see if users find the app intuitive. I asked users to complete a series of tasks, and then administered the System Usability Scale (SUS) after testing.
In Phase 2 of testing, I conducted a particpatory design activity using paper prototypes. This phase of testing asked users to help improve on the current iteration of the Wodify app by see what changes (if any) they would like to make to the homepage and current features on the app
Phase 1: Usability Test
Participants went through common use cases on the Wodify app and thought aloud while completing the task, so I could understand their thought process while using the app. Some high-use tasks including logging the score from the day's workout, signing into class, and logging a personal record (PR) for a specific movement.
As a result of the usability testing, it was found that the average SUS score was a 47.67 out of 100, a failing score.
I first made specific design recommendations that addressed issues that painpoints from the scenarios. Here are a few:


Phase 2: Participatory Design
During the second portion of the study, participants were asked to complete sketches on paper iPhone "screens" by redesigning the Wodify app.
Users were asked to think aloud while completing the tasks, so I could understand their thought process while making their changes.
The general consensus seem to be that users redesigned the homepage so that is was more beginner friendly. For example:
Users suggested adding tutorials on the homescreen, so they could watch videos of the movements before class so they are more prepared for the workout
User were generally in agreement about what features on the app they wanted to keep, however, only 1 out of 5 users wanted to keep the public scoring system on the app
It’s kind of overwhelming to immediately see the ‘Workout of the Day’ right when I open the app. It may not even be what I want to see when I open the app.
— Participant 3





Final Report & Presentation
A final slide deck was presented to the class that provided an overview of the user research that was conducted, design recommendations and features that could be implemented in future iterations the product.
A future test plan was laid out, along with a future research objective, e.g., do the design recommendations for the app increase the athlete's comfort level when using the app?
Preliminary interviews with users indicate that they like the design recommendations and new features that were laid out, and they would be most willing to use the app if the recommendations were implemented.