Team:

Gymopol’s project owner, developers, UX/UI designer

My role:

UX/UI design, Visual content design, Usability testing

Timeline:

April _ August 2024

Introduction

Gymopol is a social platform designed to connect fitness enthusiasts and foster genuine, real-life connections. Gymopol evolved based on user feedback to prioritize meaningful social interactions over gamification. Currently available globally for download on both iOS and Android.

Phase 1

Background:

Initially, Gymopol was created as a gamified mobile application aimed at enhancing social interactions and motivation for gym enthusiasts. Our intention was to incorporate elements like points, badges, and levels to make the gym experience more enjoyable. However, we discovered that our users valued the social component even more—forming genuine connections in real life rather than just engaging in gamification.

In response, we adjusted our approach in the second phase to emphasize building a robust community rather than just catering to typical gym-goers. Our objective is to establish a platform where individuals can connect, share their fitness journeys, and support one another as like-minded individuals.

Competitor

In Sweden, the main competitor for Gymopol is Sportpartner which is a web-based platform that connects individuals looking for partners in various sports and fitness activities. It also features groups for your favorite sports, making it easier to find like-minded enthusiasts. In the free version, users can view a limited number of members with similar interests, but accessing features such as searching, filtering, and even sending messages requires a premium account.

Persona

To gain a more tangible understanding of our users and how Gymopol can best serve them, we created user personas based on our collected data. By identifying the most common characteristics of our primary users, we were able to tailor the development of Gymopol to better meet their needs and preferences.

Mid-Fi prototype

When we designed Gymopol, we wanted to go beyond just an app and create a space where fitness meets real human connection. That’s why we introduced the workout Request Feature, making it easier for gym-goers to reach out, plan sessions, and work out together in person.This feature has brought people closer, turning digital interactions into real-world partnerships.

To make Gymopol more engaging for users, we incorporated gamification elements such as points, leveling, challenges, and trophies. These features were primarily accessible on the “Challenge” page, where users could track their progress, level, and earned trophies. A brief summary of their progress was also displayed on their profiles, highlighting their current level and top three trophies.

User testing

The user testing involved selecting 24 participants who were introduced to the Gymopol app and tested it over a 10-day period without prior experience. The app was run in a simulated environment, and participants provided feedback through a GAMEFULQUEST-based questionnaire at the end of the testing period. The data revealed mixed results: Some participants felt the app prioritized gamification over meaningful social interactions. The simulated environment, where interactions were mocked, led to varied user responses, with some indicating they would have behaved differently if real users were involved.

Phase 2

Hi-Fi prototype

During this phase, we shifted our focus to the social aspect of the Gymopol app, guided by insights from our user research. We removed some of the extra features and enhanced the app’s social capabilities to make it more interactive. Our goal was to develop a platform centered around well-being, aiming to motivate individuals toward a healthier and more socially connected lifestyle.

The Gymopol app is currently available globally for download on both iOS and Android. It’s goal is to create an experience that feels engaging and enjoyable, keeping the focus on building meaningful connections in the gym community.