Augment Therapy Collaboration

ARWell: Reimagining Personal Fitness Through Gamified AR

Role
Lead UX Designer & UX Researcher
Timeline
April 2024 - Dec 2024
Platforms
iOS / iPadOS
Key Focus
Gamification, Accessibility
ARWell app screen preview mockups

The Challenge

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 original landing page showing horizontal game carousel

ARWell's original layout hid structured programs at the end of a long horizontal carousel, causing click fatigue.

Research & Synthesis

To uncover cognitive accessibility gaps and motivational barriers, I designed a multi-method research strategy consisting of surveys, semi-structured interviews, and usability tests.

1. Surveys & Interviews

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interviews (n=5, ages 20-30) showed that users care deeply about physical health but struggle with maintenance due to outdated care, highlighting an urgent need for in-app feedback and active motivators.

2. Usability Testing & SUS Score

We conducted 30 usability sessions (ages 7-32) split into unmoderated peer group tests and moderated think-aloud tasks:

  • Unmoderated Peer Tests (n=20): We ran an in-class peer engagement activity where groups rotated roles between active users and note-taking observers.
  • Moderated Sessions (n=10): I observed users completing 3 specific gameplay tasks, followed by post-test questionnaires and the System Usability Scale (SUS) survey.

ARWell scored an average **71.5 SUS score**, indicating its usability was in the "OK" range but left significant room for enhancement.

User testing session 1
User testing session 2
User testing session 3
System Usability Scale Questionnaire Breakdown

ARWell's System Usability Scale (SUS) questionnaire results showing a baseline score of 71.5 (OK range).

Synthesis

3. Affinity Mapping & Dovetail Coding

As Project Manager, I proposed and led our affinity mapping strategy. We coded our research findings inside Dovetail, transferred them to FigJam, and synthesized usability observations into three thematic user needs: **Motivation** (streaks/goals), **Customization** (personalization without choice fatigue), and **Guidance** (clear exercise objectives).

Dovetail UXR coding dashboard

Dovetail coding environment tagging unmoderated and moderated sessions.

FigJam affinity mapping board

Affinity mapping in FigJam organizing codes into thematic areas.

Collaborative coding and code verification

Consolidated dashboard view matching researcher observations with active tags.

Design Solutions

1. Goal Setting & Motivation

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.

ARWell Goals Mid-Fi Prototype Animation

Mid-Fi prototype: Surface back-end tracking data (Steps, Hands, Stars) for goal setting.

Personalization

2. Eliminating Click Fatigue

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.

Current ARWell Customization Carousel Click Fatigue

Before: Single carousel selections causing click fatigue.

Proposed ARWell Customization Dropdown Picker

After (Expanded View): Dropdown grid layout exposing all choices instantly.

Guidance & Feedback

3. Instruction Screens

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: Immediate calibration screen without instruction context

Before: Moving directly to camera calibration without layout context.

After: Stick figure demonstration gif and clear exercise objectives

After: Stick-figure previews and target metrics shown upfront.

Post-Game Reward Loops

4. Immediate Feedback

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: Returning to menu with no reward screens

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

After: Completed scorecards showing levels and milestones

After: Interactive reward card displaying scores and leveling up.

Outcomes & Impact

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.

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