
ARWell leverages augmented reality (AR) exercise games to help users meet personal physical fitness goals. While clinical research proved the benefits of AR exer-games, the team lacked specific user research to verify whether their consumer app, ARWell, was meeting active user needs.
Initial usability reviews revealed that the app suffered from "click fatigue" on customization screens, lacked clear in-game exercise guidance, and hid useful tracking metrics (like progress tracking and streaks) from the user's dashboard.
My objective as Project Manager and UX Researcher was to run a comprehensive research and usability sprint, identify friction points, and design mid-fidelity solutions to elevate ARWell's System Usability Scale (SUS) ranking from "OK" (71.5) to "Best Imaginable."

ARWell's original layout hid structured programs at the end of a long horizontal carousel, causing click fatigue.
To uncover cognitive accessibility gaps and motivational barriers, I designed a multi-method research strategy consisting of surveys, semi-structured interviews, and usability tests.
I distributed a physical wellness experience survey to multiple universities and community centers (n=45, ages 18-64). It revealed that while 61.6% found technology useful, only 30.8% remained consistent.
Follow-up semi-structured interviews (n=5, ages 20-30) showed that users care deeply about physical health but struggle with maintenance due to outdated care, highlighting an urgent need for in-app feedback and active motivators.




System Usability Scale (SUS) questionnaire items used to evaluate interface confidence.
I conducted moderated usability testing sessions (n=10) on iOS/iPadOS test builds. Sessions were transcribed, coded in Dovetail for recurring sentiment, and affinity-mapped in FigJam.
Key Insight: 80% of participants struggled to understand what exercises to perform before starting a game, and 70% were unaware that their scores, streaks, and milestone achievements were being recorded.

Dovetail analysis of user feedback tags

FigJam affinity mapping session

Research synthesis: Cross-referencing qualitative user quotes with quantitative SUS scores
ARWell collected steps, arm movements (hands above shoulder-level), and game stars on the back-end but didn't display them. To foster motivation, I designed a goal-setting dashboard that surfaced this data, allowing users to prioritize exercise quality over quantity.
Mid-Fi prototype: Surface back-end tracking data (Steps, Hands, Stars) for goal setting.
In the original avatar customization flow, users had to click through colors one-by-one in a carousel. We replaced this with a dropdown picker, expanding color options while displaying choices at a single glance without requiring developers to export new SVG assets.

Before: Single carousel selections causing click fatigue.

After (Expanded View): Dropdown grid layout exposing all choices instantly.
Users needed guidance before starting games. I designed an instructions screen containing a clear game objective, a defined exercise type, and a clean stick-figure animation demonstrating the motion required.

Before: Moving directly to camera calibration without layout context.

After: Stick-figure previews and target metrics shown upfront.
Previously, games returned users directly to the landing screen, leaving users confused about whether time ran out or if they had won. I designed a completion screen detailing exactly what was accomplished to spark motivation.

Before: Direct redirect back to landing page on game end.

After: Interactive reward card displaying scores and leveling up.
With the design changes my team delivered, ARWell saw a 23% increase in user satisfaction and task efficiency after designing features informed by extensive user testing and research that encouraged consistent use and supported fitness goals.