Role
Product Designer
Team
PM (2), Engineer (6), Testing (2), Marketing (2)
Tools
Figma, Confluence, Jira, MIro
Model
Funsport kiosk machine
Kiosk Student Dashboard: tracking training progress and increasing training engagement by 34%
Consistent training is never achieved only through repetitive training, but multiple factors. In their daily physical training process, students rely on the student dashboard to check training tasks, view personal records and progress, and gather real time updates on performance evaluations.
Funsport, an interactive kiosk designed for students
PROBLEM DISCOVERY
What prevents a successful training process from happening?
To understand challenges in students’ current training routine, and areas the dashboard can help them, I consulted previous research notes and conducted 2 follow up interviews.
❓Problem 1: training tasks are unclear and distorted, leading to a hard start
To successfully start a training, students need to clearly know their tasks or goals. In their current journey, problems often happen that they spend time asking around or get confused before they can start training, because there is not a training plan in place for their reference.
📝 Problem 2: progress not documented, leading to low task completions
For a 30 min task, it makes no difference if a student train for 10 mins or 30 mins if their progress is not documented. Currently, there is no training tracker in place, leading to many half-finished training plans.
🔢 Problem 3: little evaluative feedback, generating low repetition output
In their current training process, even if they push themselves to regularly train, there is little feedback on where they could improve, because the lack of evaluation or analysis
PROBLEM STATEMENT
Students are not actively engaging in regular training because they face a fragmented training routine, with vague goals, no progress documentations, and limited personal evaluations.
DIVERGENT THINKING
How might we incentivize consistent, long-term training behavior?
Mechanisms incorporated in successful fitness and learning apps are great references. I conducted analysis mainly on 3 apps, focused on analyzing their user goal and key behavior design components that drove the intended behavior.
PILLARS IN OUR APPROACH
Goal Setting and Personalization
Set clear goals with personal flexibility in choosing the level of goals help users commit and return regularly.
Task Truncation and Visible Progress
Visualize progress using streaks, progress rings, and highlighted data help users build a sense of achievement.
Positive Reinforcements and Rewards
Awarding users with points, badges, or virtual currencies can incentivize them to work toward the goal.
THE DESIGN GOAL
Creating a dashboard that streamlines the training process, guiding students with clear steps and feedback, and allowing students to gain a sense of control and achievement through continuous training.
DESIGN SOLUTION
A dashboard with tasks, achievements, and data
Monthly, Personalized Goals
Set clear goals with personal flexibility in choosing the level of goals help users commit and return regularly.
Gamified Rewards in an Interactive World Map
The badges has a cohesive theme and a storyline behind the training journey. Creating the serial concept of city and country collection encourages students to get a complete collection and commit to a long term training plan.
Multiple Task Options, and Immediate Feedback
Students can clearly see their tasks, have option choices, and be assured as their progress gets saved immediately.
Key Performance Data, and Personal Analysis
The dashboard provides a high level performance evaluation following by a detailed report section of key data points that reflect training progress, guaranteeing a comprehensive documentation and providing guidance on improvement areas.
DESIGN REFLECTIONS
What was unique about designing a kiosk for student training?
Outdoor Environment and Human Height
There was an intentional design of mainly clicks and swipes, and avoidance of complex interactions because there is a lower response rate on the touch screen compared to mobile devices. Also, The font size and margins were designed according to the visual effects human sees standing in front of the machine. Lastly, the color contrast checked accessibility standards in sunlit outdoor environment.
Balancing Fun and Functionality
There were 2 main considerations in the design: providing functionality of complexity to address problems users experience in their training journey, while making it engaging and fun to increase active training rates. Using bright colors, illustrative visuals and interactivity are good examples of such balance.