
Helping Gym Members Achieve Their Goals Through Injury Prevention and Correct Technique

Product Design
Role
Project Lead
Time Line
2024-2025
Promotional Video
Watch a visual summary of the entire project: from initial research and framing the problem through to the final solution and how it tackles the issue. This video captures the key insights, design decisions, and outcomes that shaped the product.
What is BDD?
Body dysmorphic disorder (BDD), is a mental health condition where an individual spends an excessive amount of time worrying about flaws in their appearance. These flaws are often unnoticeable to others. It is common for many adolescents to experience issues regarding self image. While it is a natural phase for any young person to go through, these issues can persist through to later stages of adulthood.
BDD is especially present within the gym community. People within the gym can suffer from only one or two symptoms to a mild extent while others may suffer from several symptoms at a more severe extent. Many people suffer in silence, leading to issues involving both mental and physical health.
As someone who has a passion for health and wellbeing, I want to design a solution that will benefit those who suffer from symptoms of BDD and help lessen the issues which come along with this disorder.
Secondary Research
A survey consisting of 27,000 participants from around the world asked people how satisfied they were with their body, only 12% said they were completely satisfied
-GFK, 2015
Usage of social media may be linked to an increased rate of body dysmorphic disorder (BDD) symptoms among users, and may pose harm to user's body perception.
-Department Psychology, California State University, 2020
It has been concluded that there is a rising surge of body dysmorphia amongst adolescents.
-Journal of family medicine & primary care 2020
It is estimated that 2% of the population have diagnosed BDD.
- Body Dysmorphic Diorder Foundation
market Research - Trends


user Investigation
I compiled all my primary and secondary research onto a large board. This research board was a great tool for analysing the data collected. It allowed me to easily compare data to find similarities and differences.
I printed off useful photos that I thought would help generate ideas and insights. I also used pages from my lab book for this board. Using sticky notes I could add any additional thoughts/opinions about the information.

Key Findings
My findings suggest that BDD is far more prevalent in todays society than people think. BDD is not a black and white condition, where people either have it or they don't. It varies from person to person, with some people experiencing severe symptoms while others may experience minor symptoms.
People Aged 16-24 who have experienced symtoms of BDD
90%
People say their symptoms of BDD did not change or got worse after joining a gym
56%
Gym members experience symptoms everyday/often
60%
Key User Insights
1
Increased Risk of Injury
Gym Members who experience symptoms of BDD have a higher risk of injury. This is due to training while disregarding important aspects such as technique and weight being used.
2
Increased levels of Anxiety
People who experience symptoms of BDD have an increased level of anxiety which affects their day to day lives. This results in low self esteem and lower satisfaction with life
User Persona
Card Prototype
I used card prototyping throughout my design process. This allowed me to effectively visualise the scale and aesthetics of the product. Due to the large size of my product, prototyping was very important in determining the measurements of my final design.
I created multiple sketch prototypes using card and plastic, each one a more refined version of the previous. learned valuable insights into how the product will look and function from each of my prototypes.
Once I was satisfied with the scale and measurements of my design I made a CAD model before beginning my final physical prototype.







Test
In order to make the handle position adjustable I included spring loaded pins to lock the handles in position. To determine the spacing between these intervals I carried out ergonomic testing using my third prototype.
To test the ergonomics of the product I set up a scene which mimics a cable machine exercise. I tested each position, acting out the scenario of its use. I recorded my thoughts and continued to test this on other participants of varying heights and arm length.
Using this information was able to determine an appropriate maximum and minimum handle position as well as the distance between each position.
Physical Prototype
After creating several card prototypes I began development of my final prototype. Using the data collected from my previous prototypes I could determine the optimal measurements for my product.
I first created a CAD model of my product using SolidWorks before taking my design to the workshop and developing a physical prototype. I created my physical prototype using materials such as aluminium, perspex and ABS




CAD Model













